Game at cash register

ABSTRACT

In various embodiments, a method may include receiving an indication of a price of an item to be purchased by a person from a merchant, receiving an indication of an amount tendered by the person, determining an amount of change due to the person based on the price and based on the amount tendered, determining the rules of a game, generating a first outcome of the game using a random number generator, determining based on the rules whether the first outcome is winning or losing, authorizing, if the first outcome is winning, that the amount tendered be returned to the person and that the person be allowed to keep the item, and authorizing, if the first outcome is losing, that the amount tendered be kept by the merchant.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 shows a gaming system according to some embodiments.

FIG. 2 shows a communications network according to some embodiments.

FIG. 3 shows a gaming service provider in communication with a gamingcommunication device according to some embodiments.

FIG. 4 shows a communications network according to some embodiments.

FIG. 5 shows a gaming system according to some embodiments.

FIG. 6 shows a wireless gaming system according to some embodiments.

FIG. 7 shows a mobile gaming device with promotional content accordingto some embodiments.

FIG. 8 is a block diagram of a gaming system in accordance with someembodiments.

FIG. 9 is a block diagram of a payment system forming a part of thegaming system illustrated in FIG. 8, according to some embodiments.

FIG. 10 is a schematic diagram of a portable gaming device of the gamingsystem illustrated in FIG. 8, according to some embodiments.

FIG. 11( a) is a flow diagram of a method of use of a portable gamingdevice by a player, according to some embodiments.

FIG. 11( b) is a flow diagram of a particular method of using theportable gaming device by a player, according to some embodiments.

FIG. 12 is a flow diagram of a method of use of the portable gamingdevice by a gaming service operator, according to some embodiments.

FIG. 13 is a flow diagram of a method of use of the portable gamingdevice according to some embodiments.

DETAILED DESCRIPTION

As described herein, there are a variety of ways in which one device maydetect the presence of another device. In various embodiments, adistance between two devices may be determined. The distance between twodevices may be determined in a variety of ways.

In various embodiments, a first position of a first device and secondposition of a second device may be determined. The distance between thetwo devices may then be determined through mathematical formulas, suchas through the Pythagorean theorem, or using other methods.

In various embodiments, a signal from a first device may be received ata second device. The signal may have well-known attenuationcharacteristics. For example, the signal strength may depend in awell-established way on the distance from the first device. Thus, bymeasuring the signal strength at the second device, it may be determinedhow far the first device is from the second device. As will beappreciated, other characteristics of the signal besides the signalstrength may be used to determine distance.

In various embodiments, a signal emitted from a first device may have alimited range (e.g., a range of up to 10 feet). Thus, if the signal isdetected at the second device, it may be determined that the seconddevice is within 10 feet of the first device.

In various embodiments, it may be determined which of a set of devicesis closes to a particular device. In various embodiments, it may bedetermined which POS terminal is closes to a mobile gaming device. Thisdetermination may be made as follows, in various embodiments. A distancemay be determined between the particular device and between one or moreof the set of devices. The shortest of the distances determined may thenbe determined. The device of the set of devices that corresponded to theshortest distanced may then be determined to be the closest device ofthe set of devices to the particular device. In this fashion, forexample, it may be determined which POS terminal in a retail store isclosest to a mobile gaming device.

In various embodiments, it may be determined whether a mobile gamingdevice is within a particular threshold range of a POS terminal. Forexample, it may be determined whether a mobile gaming device is within20 feet of a POS terminal. To this end, in various embodiments, thedistance between the mobile gaming device and the POS terminal may bedetermined. The distance may then be compared to the threshold. If thedistance is less than the threshold, then the mobile gaming device maybe determined to be within the threshold range of the POS terminal.

In various embodiments, one of the mobile gaming device or the POSterminal may contain a short range communication device, such as an RFIDtag. If the short range communication device can be detected by the POSterminal or the mobile gaming device, as appropriate, then it may bedetermined that the two devices are within a threshold range of oneanother. In various embodiments, short range communication device isseparate from both the mobile gaming device and the POS terminal. Forexample, the device is in the ceiling of a store. In this case, if thedevice is detectable by both the POS terminal and the mobile gamingdevice then it may be determined that the POS terminal and the mobilegaming device are within a threshold range of one another. In variousembodiments, if the short range communication device is detectable byonly the mobile gaming device, then it may be determined that the mobilegaming device is within a threshold range of the POS terminal. Forexample, it may already be established how far from the POS terminal theshort range communication device is.

In various embodiments, it may be desirable to determine which mobilegaming device should interact with which POS terminal. In variousembodiments, it is desirable that a mobile gaming device should interactwith the nearest POS terminal, or with a POS terminal that is within acertain range of the mobile gaming device. However, there may be two ormore POS terminals which are each approximately the same distance fromthe mobile gaming device, or which are each within the range of themobile gaming device. In this case, a tie-breaking scheme may be used todetermine the particular POS terminal with which the mobile gamingdevice will communicate. In various embodiments, one of the POSterminals is chosen at random. In various embodiments, a first POSterminal is chosen over a second POS terminal for communication with themobile gaming device if the first POS terminal is not currently involvedin a transaction or in some other activity. In various embodiments, afirst POS terminal is chosen over a second POS terminal if the first POSterminal is further away from other mobile gaming devices than is thesecond POS terminal. In various embodiments, the first POS terminal isalways chosen over the second POS terminal. For example, there may be apredetermined priority scheme for choosing POS terminals. In variousembodiments, a first POS terminal is chosen over a second POS terminalif the first POS terminal has an employee working at the first POSterminal, and/or if a particular employee is working at the first POSterminal. A POS terminal may thus be chosen based on which employee isworking at the POS terminal.

In various embodiments, it is desirable that a POS terminal shouldinteract with the nearest mobile gaming device, or with a mobile gamingdevice which is within a predetermined range of the POS terminal.However, two or more mobile gaming devices may be approximately the samedistance away from the POS terminal, or may both be within apredetermined range of the POS terminal. Thus, a tie-breaking scheme maybe used to choose one of the two mobile gaming devices which willcommunicate with the POS terminal. In various embodiments, the mobilegaming device which had first arrived within a predetermined distance ofthe POS terminal may be chosen. In various embodiments, the mobilegaming device with the highest credit balance may be chosen. A creditbalance may include a balance of gaming credits, a balance useable onlyfor retail purchases, or a balance with any other purpose. In variousembodiments, a mobile gaming device may be chosen based on the gaminghistories of players with the mobile gaming devices. For example, themobile gaming device of the person who has played the most games at thecasino may be chosen. In various embodiments, the mobile gaming devicemay be chosen based on the purchasing histories of the people with themobile gaming devices. For example, the mobile gaming device of theplayer who has previously made the most purchases at a merchant may bechosen.

In various embodiments, multiple mobile gaming devices may be within apredetermined range of multiple POS terminals. For example, three mobilegaming devices may each be within 30 feet of each of two POS terminals.As another example, two mobile gaming devices may each be within 30 feetof each three POS terminals. In such cases, various criteria (such asthose described above) may be used to determine which POS terminalsshould communicate with which mobile gaming devices. Variouscombinations of POS terminals communicating with mobile gaming devicesmay be simulated. For each combination, each pair of mobile gamingdevice communicating with POS terminal may be evaluated according to thecriteria. For example, each pair may be scored against the criteria andthe scores added up to generate an overall score for the combination.The combination with the highest overall score may then be chosen.

In various embodiments, once a POS terminal and a mobile gaming devicehave been matched (i.e., chosen to communicate), then the POS-mobilegaming device pair may be identified. The mobile gaming device mayreceive a signal with an indication of the POS terminal with which itwill be (or is) in communication. The POS terminal may receive a signalwith an indication of the mobile gaming device with which it will be (oris) in communication. The choice of which POS terminal and which mobilegaming device will communicate may come from the casino server, a POSterminal (e.g., the POS terminal chosen), the mobile gaming device(e.g., the mobile gaming device chosen), a retail server, or from someother device. The device which has made the choice may inform the POSterminal chosen, the mobile gaming device chosen, the casino server,and/or a retail server. The POS terminal and the mobile gaming devicemay, once chosen, provide some indicator perceptible by a human. Forexample, lights on both the POS terminal and the mobile gaming devicemay flash in the same color. In this way, the player of the mobilegaming device may know with which POS terminal he is communicating bylooking to see which POS terminal has colored lights that match thecolored lights of his mobile gaming device.

In various embodiments, once a POS terminal and a mobile gaming devicehave been matched, a communication channel may be opened up betweenthem. For example, one or both devices may be provided with a set ofprotocols by which to communicate. Such protocols may dictate, forexample, particular bit sequences or particular encryption methods to beused in the communication. In various embodiments, the communicationchannel may simply arise as an antenna (e.g. an antenna on the POSterminal) is rotated so that it points at the matched mobile gamingdevice. As will be appreciated, there are many other ways in which acommunications channel may be opened up between a mobile gaming deviceand a POS terminal.

In various embodiments, a communications channel may be exclusive to themobile gaming device, the POS terminal, or both. For example, once themobile gaming device begins communicating with the POS terminal, themobile gaming device may be prevented from communicating with other POSterminals. Similarly, the POS terminal may be prevented fromcommunicating with other mobile gaming devices.

In various embodiments, a mobile gaming device can communicate with morethan one POS terminal, and/or a POS terminal can communicate with morethan one mobile gaming device, but an actual transaction (e.g.,purchase) with one must be completed before initiating a transactionwith another.

In various embodiments, a mobile gaming device and a POS terminal maydetect one another directly. For example, a receiver on the POS terminalmay directly detect a signal emitted from the mobile gaming device.However, further information about the devices may be received via thedevices respective networks. For example, the mobile gaming device maycommunicate to another device in the casino network (e.g., to the casinoserver) what the player's current credit balance is. The casino servermay in turn communicate the credit balance to a retail server, which mayin turn communicate the credit balance to the POS terminal. Similarly,the mobile gaming device may receive data about the POS terminal (or theretail establishment in which the POS terminal resides) through thecasino network. The POS terminal may communicate data, such as the priceof an item, to a retail server. The retail server may communicate suchdata to a casino server. The casino server may in turn communicate suchdata to the mobile gaming device. The mobile gaming device may thendisplay such data for the player's viewing, for example.

POS

A point of sale (POS) terminal (also a “cash register”) may include adevice for managing transactions at a retailer or other merchant. A POSterminal may handle product purchases and product returns. A POSterminal may also be used for a variety of other functions. A POSterminal may be used to track inventory, to store cash, to track cash,to store or track other items (e.g., customer checks; e.g., coupons), totrack employee working hours, to provide instructions to employees, toprovide messages to customers, to send and receive verbal communications(e.g., to send and receive verbal communications between an employee anda manager), to process credit card transactions, to verify a customer'sidentity (e.g., to receive a customer biometric; e.g., to receiveidentifying information from a customer, transmit the identifyinginformation to a central service for verification, and receiving averification signal from the central service), to perform accountingfunctions, and/or for any other suitable purpose.

A POS terminal may include a processor, memory, a display device, amedia input device (e.g., a DVD drive; e.g., a USB drive) an inputdevice (e.g., buttons), an enclosure (e.g., for storing and protectingcash), a printer (e.g., for receipts and coupons), a speaker or otheraudio output device, a transmitter for transmitting electromagneticsignals, a receiver for receiving electromagnetic signals, a microphoneor other audio input device for detecting sound waves (e.g., fordetecting voices), a camera, a magnetic card reader (e.g., a credit cardreader), a smart card reader, a bar code scanner, a radio frequencyidentification (RFID) tag reader, a port for receiving plugs, cables orother connectors, a battery, a power source, and any other appropriatehardware. Further, a POS terminal may include software for controllingthe hardware, for operating programs, or for performing any otherfunctions in accordance with various embodiments.

A POS terminal may be embodied primarily or entirely in software. Forexample, a POS terminal may manage transactions for a web site. The POSterminal may comprise software for processing transactional informationrelated to purchases made on the web site.

Detection of One Device by Another

Various embodiments described herein may refer to the interactionbetween a first device and a “nearby” second device. In variousembodiments, the first device may take action if the second device isnearby. In various embodiments, the second device may take action if thefirst device is nearby. When terms such as “nearby”, “near”, “close”,“proximate”, “presence”, or the like are used, it will be understoodthat the first device may recognize the presence of the second device invarious ways, that the second device may recognize the presence of thefirst device in various ways, that the first device may react to thepresence of the second device in various ways, and that the seconddevice may react to the first device in various ways. It may be notedthat the first device may react to the presence of the second devicewithout recognizing the presence of the second device if, for example,the first device is instructed to take an action by a third device whichrecognizes that the second device is near to the first device. Invarious embodiments, the first device and/or the second device may be inmotion. For example, the first device may be moving (e.g., the firstdevice may be carried by a walking person) while the second device maybe stationary.

Various technologies may allow a first device to recognize and/or toreact to the presence of a second device. Various technologies may allowa second device to recognize and/or to react to the presence of a firstdevice. As used herein, the term “beacon” may refer to a device whichgenerates a signal which may be used as a reference signal by anotherdevice or person, e.g., so that the other device may determine its ownlocation or position. A beacon may emit a continuous, periodic,sporadic, or other type of signal. A beacon may emit a directed signal(e.g., a signal which is most easily detected by devices at a certainincident angle to the beacon) or the beacon may emit a signal of equalstrength in all directions. A beacon may emit a signal when triggered bythe presence of another device, or may emit a signal independently ofother events. A beacon may have, as its sole function, the broadcast ofa reference signal. A beacon may serve as a beacon only incidentally.For example, a light bulb may incidentally serve as a beacon even thoughits primary purpose may be to light a room. A beacon may be natural(e.g., the sun) or man-made. A beacon may emit light, sound, radiowaves, microwaves, odors, or any other form of signals.

-   -   Radio Frequency Identification (RFID) tags or transponders are        devices, generally small, that can transmit signals and/or        redirect signals, and use such signals as a means for providing        identification. The transmitted or redirected signals are        generally radio waves. Signals which are transmitted or        redirected may contain a unique signature or pattern, which may        serve to uniquely identify the RFID tag. If the tag is        associated with a device (e.g., by attachment or by        incorporation into the device), then the unique identification        of the tag can, by association, serve to uniquely identify the        device.    -   Near field communication (NFC) is a technology that allows for        secure wireless communication over short distances, typically in        the range of inches. An exemplary application has been tested by        Motorola and Mastercard, in which cellular phones are outfitted        with NFC to allow for credit card payments using cellular        phones.    -   Bluetooth is a specification for wireless networks which        provides a means for devices to use radio waves to communicate        over short distances.    -   WiFi is a technology, based on radio waves, for operating        wireless local area networks. WiFi can allow a device to access        the Internet via hotspots. WiFi can also allow two devices to        communicate with one another directly in peer-to-peer mode.    -   Infrared data transmission can be used as a means of        communication between two nearby devices. For example, an        infrared light-emitting diode (LED) can be used to generate        signals. The signal pattern can be created by switching the LED        on and off. A receiver may include a silicon photodiode, which        may convert incident infrared light into electrical signals.        Infrared signals may also be transmitted with lasers.    -   A device may be recognized by means of a captured picture or        image of the device. For example, a first device may take a        picture of a second device. The first device may use image        processing algorithms to detect salient features of the second        device. For example, if the second device has a pattern of black        and white stripes, then the first device may search for such a        pattern within captured images.    -   One or more devices may use positioning technologies to        determine their own location. Once the locations of two devices        are known, simple algorithms may be used to determine whether        the devices are close to one another or not. For example, the        distances between two devices with known x and y coordinates can        be at least approximated using the Pythagorean Theorem. Various        positioning technologies may be used. For example, a device may        receive a signal from a beacon or other signal generator of a        known location. Particularly if the beacon has a short range,        the device's position may be assumed to approximate the position        of the beacon. In various embodiments, a device may receive        signals from multiple beacons or signal generators. The signal        generators may coordinate to transmit the signals        simultaneously. However, depending on the device's location, the        device will not necessarily receive the signals from all the        beacons at the same time. For example, if the device is closer        to beacon 1 than to beacon 2, the device will receive the signal        from beacon 1 prior to receiving the signal from beacon 2. Based        on the arrival times of signals from the various beacons, the        device's location may be deduced. For example, geometric or        trigonometric algorithms may be used to determine the location        of the device based on the known locations of the beacons and        based on the arrival times of simultaneously transmitted signals        from the beacons. In an analogous fashion to systems involving        beacons, positioning systems may make use of receivers at known        locations (e.g., fixed receivers). The fixed receivers each        receive a signal from the device about which a location is        desired. The same signal from the device might arrive at the        different receivers at different times, or from different        angles. Based on the arrival times or angles of arrival of the        signal at the various receivers, algorithms may be used to        determine the location of the device. Exemplary positioning        systems are as follows:        -   The Global Positioning System (GPS) is based on a            constellation of satellites which transmit reference signals            to locations on earth. GPS receivers can pick up reference            signals from multiple satellites and use the signals to            determine a position and/or an altitude.        -   Long Range Navigation (LORAN) is a navigation based on            earth-based radio transmitters. The location of a device can            be estimated based on differences in arrival times at the            device of signals from three or more transmitters.        -   Radiolocation using the cellular telephone network is a            system whereby cellular base stations serve as fixed            receivers. The signal from a cellular phone may be received            at multiple base stations. The location of the cellular            phone may be determined based on when a signal from the            cellular phone was received at each of the base stations,            based on the angle with which a signal from the cell phone            was received at each of the base stations, and/or based on            characteristic distortions in the cell phone signal that            would indicate a particular location of origin of the            signal.    -   A first device may emit an audio signal. The audio signal may        consist of a distinct series of notes or pulses. A second device        may pick up the audio signal using a microphone, for example.        The second device may recognize the distinctive pattern of the        audio signal and may thereby deduce the presence of the first        device. In a similar fashion, the second device may emit an        audio signal which may allow the first device to identify the        second device.    -   A first device may recognize the presence of a second device        from physical or electronic contact. For example, a first device        may have a port where a second device can be docked. When        docked, the second device may come into electrical contact with        the first device. The first device may thereby recognize the        presence of the second device and/or the second device may        thereby recognize the presence of the first device.        There are various ways in which one or more devices may detect        the presence of one or more other devices. There are various        ways in the proximity of two devices may be determined.    -   A first device may detect a signal from a second device. The        first device may thereby detect the presence of the second        device.    -   A first device may determine its own location. For example, the        first device may use a positioning system to determine its own        location. The first device may already know the location of the        second device. For example, the second device may be at a        well-known, fixed location. The first device may have stored in        memory the location of the second device. Once the first device        knows its own location and that of the second device, the first        device may deduce (e.g., using geometric algorithms) when the        first device is near to the second device.    -   A third device may detect the position of a first device, e.g.,        using a positioning system. The third device may know the        position of a second device. The third device can then inform        the first, second, or both devices of the positions of either or        both of the first and second devices. The first device may        thereby determine whether it is proximate to the second device.        The second device may thereby determine whether it is proximate        to the first device. In some embodiments, the third device may        inform the first device that the first device is near the second        device. In some embodiments, the third device may inform the        second device that it is near the first device. In some        embodiments, the third device may instruct the first device to        take some action based on the fact that the first device is near        to the second device, without necessarily informing the first        device that the first device is near the second device. In some        embodiments, the third device may instruct the second device to        take some action based on the fact that the second device is        near to the first device, without necessarily informing the        second device that the second device is near the first device.    -   A third device may detect the positions of both a first device        and a second device. The third device can then inform the first,        second, or both devices as above. That is, the third device may        inform the first and/or second devices of the first and/or        second devices' positions or of the fact that the first and        second devices are near to each other. The third device may also        provide instructions to the first and/or to the second device        based on the fact that the two devices are near to each other.    -   A third device may detect the position of a first device. A        fourth device may detect the position of a second device. The        third and fourth devices may then inform the first device of        both positions. The third and fourth devices may inform the        second device of both positions. The third and fourth devices        may inform the first device that the first device is near the        second device. The third and fourth devices may inform the        second device that the first device is near the second device.        The third and/or fourth devices may instruct the first device to        take some action based on the fact that the first device is near        the second device. The third and/or fourth devices may instruct        the second device to take some action based on the fact that the        first device is near the second device. The fourth device may        inform the third device of the position of the second device.        The third device may inform the first device of the positions of        the first device and the second device. The third device may        inform the first device that the first device is near the second        device. The third device may inform the first device to take        some action based on the fact that the first device is near the        second device. The third device may inform the second device of        the positions of the first device and the second device. The        third device may inform the second device that the first device        is near the second device. The third device may inform the        second device to take some action based on the fact that the        first device is near the second device.    -   A third device may detect the position of a first device. A        fourth device may detect the position of a second device. The        third and fourth devices may inform a fifth device of both        positions. The fifth device may inform the first and/or second        devices of both positions. The fifth device may inform the first        device that it is near to the second device. The fifth device        may inform the second device that it is near to the first        device. The fifth device may instruct the first device to take        some action based on the fact that the first device is near the        second device. The fifth device may instruct the second device        to take some action based on the fact that the second device is        near the first device.

As will be appreciated, a first device may be a mobile gaming device anda second device may be a POS terminal.

Detection of a Human by a Device

A mobile gaming device may detect the presence of another human being invarious ways. The mobile gaming device may include a microphone. Themicrophone may pick up ambient audio signals. The mobile gaming devicemay analyze ambient audio signals for tell-tell human sounds, such asthe sound of a voice, the sound of breathing, the sound of steps, and soon. For example, the mobile gaming device may use special software whichis tuned to recognize voice signals. The mobile gaming device mayrecognize the presence of humans by other means. For example, the mobilegaming device may include a heat or infrared sensor. The mobile gamingdevice may use such a sensor to pick up the heat signatures of humans.In various embodiments, the mobile gaming device may include a camera.The camera may periodically snap pictures of its surroundings. Themobile gaming device may include image processing software for analyzingthe pictures. The image processing software may have the capability torecognize images associated with humans. In various embodiments, themobile gaming device may recognize the presence of humans via devicesassociated with the humans. For example, the mobile gaming device mayrecognize the signal from a nearby cell phone, e.g., by receiving thesignal at an antenna associated with the mobile gaming device.Presumably, the cell phone is being carried by a human. Thus, byrecognizing the presence of a cell phone, the mobile gaming device maybe indirectly recognizing the presence of a human. In variousembodiments, the mobile gaming device may recognize the presence ofanother mobile gaming device. Presumably, the other mobile gaming deviceis being held or carried by another human. Thus, by recognizing anothermobile gaming device, the first mobile gaming device may indirectlyrecognize the presence of another human.

Networks

A casino may include one or more networks. A network may include two ormore devices, such as computing devices, that are connected and/or incommunication with one another. Devices may be connected or maycommunicate in a variety of ways, as will be appreciated. For example,devices may communicate using Ethernet protocols. Devices maycommunicate wirelessly, or via physical cables.

In various embodiments, a first type of network includes a retailnetwork. A retail network may include two or more devices which managethe operations of a retailer. Devices in a retail network may trackinventory, track transactions, record transactions, store money or othercurrency, process credit card transactions, put in requests foradditional inventory, record which inventory is no longer present,determine promotions, transmit promotions to potential customers, trackthe purchasing habits of customers, track employees, issue commands toemployees, track hours worked by employees, and perform any otherfunction of significance to a retailer. A retail network may includeproducts themselves. Products may contain RFID tags or other means bywhich the products can be tracked. The RFID tags may communicate withother devices in the network to allow the product's location to betracked, or to allow other information about the product to be tracked(e.g., the product's temperature; e.g., how the product has beenhandled). A retail network may include one or more POS terminals. Aretail network may include one or more servers. A retail network mayinclude or more computers with specialized functions. A server, forexample, may receive information about all the inventory in a retailerand may thereby keep track of all the inventory in a centralizedlocation.

In various embodiments, a retail network may encompass a single store, asingle merchant, a single restaurant, or a single location. In variousembodiments, various retail networks may be in communication with oneanother. For example, at least one device in a first retail network maybe in communication with at least one device in a second retail network.In various embodiments, a single retail network may encompass multipleretailers.

In various embodiments, a second type of network includes a casinonetwork. The casino network may include one or more gaming devices, oneor more devices for storing game software, one or more devices formanaging accounting functions, one or more devices for trackingcompliance with gaming regulations, one or more servers, one or moredevices used for tracking the issuance and redemption of casino chips,one or more devices used for managing comp accounts, one or more displaydevices (e.g., public display monitors), and any other devices formanaging the operations of a casino, entertaining players, or performingany other function at a casino. A casino network may include mobilegaming devices, in various embodiments.

In various embodiments, a casino network may communicate with a retailnetwork. One or more devices in a casino network may be in communicationwith one or more devices in a retail network. A casino network mayexchange information with a retail network. For example, a casinonetwork may provide a retail network with information about a player'sgaming history. A retail network may provide a casino network withinformation about a player's purchasing history. In various embodiments,a retail network may inform a casino network of an item that a playerintends to purchase. The retail network may inform the casino network ofthe price of the item. The retail network may also inform the casinonetwork of a first amount tendered by the player for the item. Forexample, if the price of the item is $19, the player may initially havetendered a $20 bill.

In various embodiments, a single device in a retail network maycommunicate directly with a single device in a casino network. Forexample, a POS terminal in a retail network may communicate via directinfrared link to a mobile gaming device in a casino network.

In various embodiments, a device in a retail network may communicatewith a device in a casino network indirectly. A first device in a retailnetwork may communicate with a second device in a retail network. Thesecond device in the retail network may then communicate with a firstdevice in a casino network. The first device in the casino network maythen communicate with a second device in the casino network. In thisindirect fashion, the first device in the retail network may communicatewith the second device in the casino network. As will be appreciatedmore or fewer devices may enter into the chain of communication.

-   1. POS terminal accepts value from a mobile gaming device. In    various embodiments, a player may compensate a merchant for a    product or service received from the merchant. The player may    compensate the merchant for any other reason, in various    embodiments. Accordingly, the player may provide to the merchant    items of value. In various embodiments, a player may provide an item    of value, e.g., as payment for a product. However, the merchant may    actually receive a different item than that provided by the player.    In the process, the item provided by the player may be converted    into the item received by the merchant. In one example, the player    pays with credits in a credit balance used for a game. The casino    server deducts that number of credits from a credit balance of the    player and adds an equivalent dollar value to an account of the    merchant. Thus, the casino server has converted the player's credits    into a dollar amount that is given to the merchant. As a result, the    player has been given the opportunity to pay using a convenient item    of value, while the merchant has received a different item of value    (e.g., money) that is more convenient for the merchant. In various    embodiments, a player may first provide an item of value to the    merchant. The merchant may later convert the item into another item    of value. For example, the merchant may receive comp points from a    player. The merchant may then provide the comp points to the casino    in exchange for money.    -   1.1. Types of value accepted.        -   1.1.1. From a credit balance. In various embodiments, a            player may provide credits from a credit balance. The credit            balance may represent units of monetary value. For example,            each credit may represent 25 cents. As another example, each            credit may represent one dollar. The credits may be deducted            from the player's credit balance. The credit balance may            represent an amount of amount of money provided to the            casino by the player, plus any amounts won through the play            of games, less any amounts bet, less any amounts spent for            other things, such as for retail purchases.        -   1.1.2. From a separate account. In various embodiments, a            player may maintain a separate account or balance besides a            balance used for placing bets and receiving winnings. For            example, a player may have a first account for use in            gambling activities, and a second balance for use in            purchases at retailers. Each account may have a separate            balance. Further, there may be one or more restrictions            placed upon the transfer of value between one account and            the other. In various embodiments, value may be transferred            from an account used for gaming to an account used for            retail purchases, but not the other way around. In various            embodiments, value may be transferred from an account used            for retail purchases to an account used for gaming, but not            the other way around. In various embodiments, when a player            provides value to a merchant, the player may provide value            from the account used for making retail purchases. A            player's account for making retail purchases may be funded            in various ways. The player may provide money to the casino            in order to fund the account. The player may provide a            credit card number or debit card number and authorize the            deduction of funds in order to fund the player's account for            retail purchases. The player may also receive value in the            form of promotions. For example, a merchant may add $2 to            the player's retail account in order to encourage the player            to visit the merchant.        -   1.1.3. Comp points. In various embodiments, a player may use            comp points to provide value to a merchant. Comp points may            be used at some appropriate conversion rate. For example, a            merchant may accept comp points at 100 points to the dollar.            In various embodiments, a merchant may quote a price of an            item in terms of comp points rather than requiring an            explicit conversion. In various embodiments, the casino            server may quote a number of comp points that the player            will have to pay to the merchant for an item based on the            retail price of the item. The casino server may ultimately            receive comp points from the player (e.g., the casino server            may deduct comp points from an account held by the player)            and pay money to the merchant.        -   1.1.4. Merchant-specific points earned. For example, points            earned playing a merchant-branded game. In various            embodiments, a player may provide a merchant with            merchant-specific points. The points may have previously            been provided to the player for various reasons. The points            may have previously been provided to the player: (a) as a            promotion to the player from the merchant; (b) as            compensation for the player viewing the merchant's ads,            recommending a friend to the merchant, or performing some            other service for the merchant; (c) as a thank you or token            for a previous purchase made by that player at the            merchant; (d) for playing a game which was associated with            the merchant (e.g., for playing a game that included the            merchant's colors, the merchant's promotions, favorable            information about the merchant or other information about            the merchant). The points may be useable only at a limited            number of merchants or locations. In various embodiments,            the points may be usable only at a single merchant. In            various embodiments, the points may be usable with only a            single company or with only a single brand. In various            embodiments, merchant-specific points may include any            tokens, units, scrip, or other item of value that is            narrowly tailored to the merchant.        -   1.1.5. Coupons. The mobile gaming device can store            electronic coupons. In various embodiments, a player may            provide coupons for a purchase. In various embodiments, the            coupons are stored on the player's mobile gaming device. For            example, a unique code which identifies a coupon may be            stored on the player's mobile gaming device. The mobile            gaming device may transmit the code to the POS terminal of            the merchant in the process of the coupon being redeemed.            The merchant may verify that the coupon is authentic and            hasn't been used yet, for example, by looking up the code in            a database of issued coupons.        -   1.1.6. Gift certificates. In various embodiments a player            may use gift certificates to pay a merchant. Gift            certificates may be stored on a player's mobile gaming            device. For example, a gift certificate may be identified            with a unique code. In the process of gift certificate            redemption, the code may be transferred from the mobile            gaming device to the POS terminal of the merchant. The            merchant may verify that the gift certificate is authentic            and hasn't been used yet, for example, by looking up the            code in a database of issued gift certificates. Once the            code has been received, the merchant may make a note in the            database indicating that the gift certificate is no longer            valid for future purchases.        -   1.1.7. Merchant specific accounts. In various embodiments, a            player may have a merchant specific account. Such an account            may include a balance of money or other items of value            usable only at a specific merchant. The player may have            accumulated such a balance in various ways. In various            embodiments, a player may receive value in his merchant            specific account as a promotion from a merchant. In various            embodiments, a player may receive value in his merchant            specific account by winning a prize at a gaming device. The            prize may be money or other value that is only redeemable at            a specific merchant. For example, the game in which the            prize is won may have the merchant's branding (e.g., the            name of the game may be the same as the name of the            merchant). For example, in a “Banana Republic” game, a            player may be able to win value which is only redeemable for            products at the Banana Republic store.        -   1.1.8. Mobile gaming device allows money to be charged to a            player's room. In various embodiments, a mobile gaming            device may allow purchases the player makes with a merchant            to be charged to the player's hotel room.    -   1.2. Preference for one form of currency over another. E.g., a        player gets a bonus for using winnings. In various embodiments,        a player may benefit from using one form of value over another,        even if both forms of value may ultimately be exchangeable with        the casino server for the same amount of money, or for the same        amount of some other value. For example, a player may have two        balances. A first balance may have $5 worth of credits usable at        5-cent games. The second balance may have $5 worth of credits        usable at $1 games. The player may receive preferential benefit        at the merchant for spending the $5 balance of credits usable at        the 5-cent games. For example, the player may receive $6 worth        of merchandise for his $5 credit balance usable at the 5-cent        games, but only $5 worth of merchandise for his $5 credit        balance usable at the $1 games.        -   1.2.1. Preference for where currency was won. In various            embodiments, certain types of value may be preferred based            on where they were won. For example, a dollar value of            credits won at a first game may be redeemable for more store            merchandise than the same dollar value of credits won at a            second game. The first game may be preferred by the            merchant, for example, because the game may incorporate the            merchant's logos or other information. In various            embodiments, a POS terminal may receive from a mobile gaming            device an indication of the manner in which credits were            won. The POS terminal may receive such information as when            the credits were won, where the credits were won, at what            game the credits were won, in what location the credits were            won, and so on. The merchant may then charge the player a            variable number of credits based on the manner in which the            credits were won.        -   1.2.2. Preference for money over credits. In various            embodiments, a player may receive greater benefit (e.g.,            more merchandise) for using a balance of money versus a            balance of credits, casino tokens, or other types of value.        -   1.2.3. Preference for the manner in which something was won.            In various embodiments, a player may receive a benefit            (e.g., more merchandise) based on the manner in which            credits were won. A player may receive a relatively greater            benefit for credits won in a bonus game. A player may            receive a relatively greater benefit for credits won when            using sub-optimal strategy in a game. A player may receive            relatively greater benefit for credits won in a game with a            higher denomination versus a game with a lower denomination.            In various embodiments, a mobile gaming device, a casino            server, a gaming device, or some other entity may maintain a            record of the manner in which one or more credits were won.            The record may include the strategy used in the game in            which the credits were won, the point in the game during            which the credits were won (e.g., during the bonus round),            the number of lines played in the game in which the credits            were won, the amount of money bet on the game in which the            credits were won, and any other information relating to the            circumstances under which the credits were won. The POS            terminal may then charge the player an appropriate number of            credits based on information about how the credits were won.            In various embodiments, the merchant receives a constant            amount of value from the casino server and the casino server            deducts a variable number of credits from the player based            the manner in which the credits were won. For example, for            an $11 purchase, the casino may deduct from a player $10            worth of credits won at a $1 denomination machine, or $11            worth of credits won at a quarter denomination machine.    -   1.3. Accounting for the transfer. In various embodiments, the        casino and the merchant may each make one or more accounting        entries in order to track the transaction between the player and        the merchant.        -   1.3.1. On the merchant's end. In various embodiments, the            merchant may record as an asset the number of credits            provided by the player. The merchant may also deduct from an            inventory account the value of the product or service            provided to the player. The merchant may note the name of            the player from whom the credits were received, and the name            of the casino with which the credits may be exchanged for            cash.        -   1.3.2. On the casino's end. In various embodiments, the            casino may record the name or other identifier of the            merchant to whom the player provided credits.    -   1.4. How value is stored.        -   1.4.1. Digital cash. In various embodiments, the merchant            itself stores the credits received from the mobile gaming            device. The credits may be stored in electronic format. The            credits may be stored as a set of data, such as a string of            bits. The set of data may include another set of data that            has been encrypted. For example, credits may be stored as a            message which has been encrypted using private keys of one            or more parties, and/or which has been time stamped at one            or more times. For example, the message may have been            encrypted using the private keys of the casino server and of            the mobile gaming device. The credits stored by the merchant            may comprise a bearer instrument and may be transferable to            one or more other parties without the knowledge of the            casino.        -   1.4.2. Casino record. In various embodiments, the merchant            itself does not store the casino credits as a bearer            instrument. Rather, the casino may record the fact that the            merchant is now in possession of a certain number of            credits. The casino may further record the fact that the            player is no longer in possession of such credits. When the            merchant later exchanges the credits for cash, the casino            may record that the merchant is no longer in possession of            such credits. Therefore, in various embodiments, the value            of credits may be derived from the fact that the casino has            a record of who possesses such credits. Transfers of credits            between two parties may involve informing the casino so that            the casino can update its records of who is in possession of            credits.    -   1.5. Settlement between the merchant and the casino (how the        casino pays the store backfor what is owed). In various        embodiments, the merchant may wish to exchange credits received        from one or more players for cash. Similarly the merchant may        wish to exchange comp points or other casino scrip for cash. For        example, the merchant may have received from players credits        that are used in games of chance at the casino. However, the        merchant may prefer cash for use in covering its expenses and in        operating its business. Therefore, the merchant may wish to        exchange credits received for cash or for some other liquid        instrument (e.g., securities). The process of exchange may occur        at various times and at various frequencies. The process of        exchange between the merchant and the casino server may occur in        various ways. In some embodiments, the merchant may initiate a        request to perform an exchange. The merchant may indicate a        number of credits that it wishes to provide to the casino. The        casino may make a record of the number of credits to be received        from the merchant. The casino may further transfer an equivalent        amount of cash to a financial account of the merchant. If the        credits are stored as a bearer instrument, then the casino may        receive from the merchant any code or data sequence which is        sufficient to put the credits in the possession of the casino.        -   1.5.1. Instant settlement. In various embodiments, the            exchange of cash and credits may occur immediately after the            merchant has received payment from a player in the form of            credits.        -   1.5.2. Periodic settlement. In various embodiments, the            merchant may amass a certain amount of credits received from            one or more players over a period of time. The merchant may            then engage in a bulk exchange of credits for cash with the            casino.        -   1.5.3. Amount casino owes the merchant is credited against            the merchant's rent. In various embodiments, credits or            other casino scrip received by a merchant may be used to            offset any amounts owed by the merchant to the casino. For            example, credits received from a player may be used to            offset rent that a merchant owes to the casino.-   2. The payment protocol.    -   2.1. Player signals approval. In various embodiments, a player        may provide acknowledgement, approval, or some other signal in        order to effect a payment of credits, or other value from his        mobile gaming device to a merchant.        -   2.1.1. Player signs on his mobile gaming device. In various            embodiments, a player may sign his mobile gaming device. The            player may sign in order to approve of the transfer of            credits to the merchant and/or of the deduction of credits            in order to make a purchase. In various embodiments, the            player may provide another indicator of his approval of the            transaction. In various embodiments, the player may provide            a biometric input, such as a thumb print, in order to            approve the transaction. The player may sign using a stylus,            provide a thumb print using a thumb print reader in the            mobile gaming device, or provide any other biometric using            the appropriate interface to the mobile gaming device.        -   2.1.2. Player enters password to pay. In various            embodiments, the player may enter a password in order to            approve a charge. In various embodiments, the player may            answer a secret question in order to approve a charge.    -   2.2. Messages provided to the player.        -   2.2.1. “We are deducting $12 from your credit balance for a            purchase at Joe's Pizza. Is this ok with you?” Before            signing, the player may be prompted with a message. The            message may ask the player whether he approves of the credit            deduction. The message may further list the number of            credits that will be deducted, the dollar value of credits            that will be deducted, the name or names of the product            being purchased, the name of the merchant, or any other            information about the transaction.    -   2.3. The mobile gaming device may store a receipt. If a player        is paying through the mobile gaming device, the mobile gaming        device may display a receipt so a guard at the door knows you        actually paid for something. In various embodiments, the mobile        gaming device may store a receipt. The receipt may summarize the        transaction. The receipt may indicate the amount of credits        provided, the dollar value of such credits, the product        purchased, the time purchased, and any other relevant        information. The receipt may be stored in electronic form within        the mobile gaming device. In various embodiments, the receipt        may be stored in electronic form at the casino server. In        various embodiments, the mobile gaming device may render a        visual depiction of the receipt. In various embodiments, the        player may be asked to show the receipt as he exits the premises        of the merchant. A guard may wish to verify that the player has        actually purchased products that the player walks out with. In        various embodiments, the receipt may be accessible on the mobile        gaming device at the request of the player. For example, the        player may have the opportunity to select from a menu an item        “view receipts”. A list of receipts may thereupon come up on the        display screen of the player's mobile gaming device. The player        may then choose one of the receipts to view. The player may        later call up the receipt when returning an item to the merchant        so as to receive a refund.-   3. Arrangements between the merchant and the casino for allowing use    of the mobile gaming device.    -   3.1. Merchant receives special hardware or software from the        casino. In various embodiments, the merchant may receive special        hardware or software from the casino to allow the merchant to        interact with a mobile gaming device. For example, special        hardware or software may be used to communicate with a mobile        gaming device, to receive casino credits as payments, to provide        receipts, and so on. In various embodiments, a merchant may        receive software from the casino. The merchant may receive the        software on a storage medium, such as on a DVD. The merchant may        receive the software as a download, such as from a website of        the casino. The merchant may receive the software in various        other fashions. The merchant may download the software to the        merchant's POS terminal. In various embodiments, the software        may be run from a merchant server. The merchant server may, in        turn, communicate with the merchant's POS terminal. In various        embodiments, the merchant may receive a plurality of software        programs or modules. For example, a first software module may be        used to operate the POS terminal, while a second software module        may run on a merchant server. The first software module may        include code for sending, receiving and interpreting signals        from a mobile gaming device. The second module may include code        for accounting for the receipt of casino credits. As will be        appreciated, various software modules may have many other        functions, in various embodiments. The merchant may also receive        various hardware. The merchant may receive transceivers for        communication with a mobile gaming device. Such transceivers may        be attached or otherwise interfaced to the merchant POS        terminal. In various embodiments, a merchant receives hardware        and/or software from a third party. For example, the casino        server may direct the merchant to place an order with a third        party that writes software for interfacing with the casinos        mobile gaming devices.        -   3.1.1. Merchant may receive special casino POS. In various            embodiments, a merchant may receive a POS terminal from the            casino. The POS terminal may be specially manufactured or            configured to interact with one or more casino systems. For            example, the POS terminal may be configured to interact with            mobile gaming devices.        -   3.1.2. Payment. In various embodiments, the merchant may pay            the casino for software or hardware received from the            casino. For example, a merchant may pay the casino $1000 for            a POS terminal that interacts with mobile gaming devices of            the casino. In various embodiments, the merchant may not pay            the casino anything for hardware or software received from            the casino. Rather, the casino may consider it beneficial            that players will be able to conveniently use their mobile            gaming devices to make purchases at merchant locations. In            various embodiments, the merchant may pay the casino a            licensing fee for hardware or software. For example, a            merchant may pay the casino $50 per month for use of            hardware or software that allows the merchant to receive            payment from mobile gaming devices.    -   3.2. Credit card type arrangement. E.g., the merchant pays 2%        per transaction. In various embodiments, a merchant pays the        casino some percent of the revenue from every transaction. For        example, the merchant may pay the casino 2% of the revenue        received from each transaction. The 2% paid to the casino may        compensate the casino for allowing the merchant to use casino        credits as currency in its transactions. The percentage paid to        the merchant may come before or after taxes.    -   3.3. Merchantpays a periodic fee. In various embodiments, the        merchant pays the casino a periodic fee for the ability to        transact in casino credits and/or for the ability to transact        with mobile gaming device. The merchant may pay a fee, for        example, on a daily, weekly, monthly, or annual basis. The fee        may be a fixed fee, such as $100 per month. The fee may also be        variable. The fee may depend on the number of transactions made        in which a player used a mobile gaming device to pay. For        example, the fee may be tiered such that there is a first fee        for the first 100 transactions in a month, a second fee for the        second 100 transactions in a month, and so on.    -   3.4. Merchant pays a fixed amount per transaction. In various        embodiments, the merchant may pay a fixed fee per transaction in        which player pays with a mobile gaming device. For example, the        merchant may pay 25 cents per transaction to the casino for        every transaction in which a player pays with a mobile gaming        device. In various embodiments, a fee charged to a merchant may        be a fixed quantity plus some percentage of the transaction        price. For example, a merchant may owe 25 cents plus 2% of the        price of the item purchased by the player.    -   3.5. Merchant pays depending on the type of credits received        from the player.

In various embodiments, a merchant may pay a variable fee depending onthe type of credits, currency, or other items used by the player. Forexample, the merchant may pay 3% of revenues for transactions in whichthe player used 5-cent credits, but only 2% of revenues for transactionsin which the player used $1 credits. As another example, the merchantmay pay a 3% fee if the player uses credits from a balance that can beused for gaming, but the merchant may only pay a 2% fee if the playeruses credits from a balance that can be used exclusively for purchases.

-   4. Credit card tie-ins. In various embodiments, a mobile gaming    device may function as a charge card, such as a credit card or debit    card. A mobile gaming device may be capable of storing and    transmitting a financial account identifier. The financial account    identifier may be received by the merchant's POS terminal. The    merchant may then authenticate the financial account identifier    using a credit card network, such as the VISA, MasterCard, Discover,    or Amex networks. To use a mobile gaming device as a charge card,    the player may be required to sign up for a new charge card. For    example, when the player first checks out the mobile gaming device,    the player may fill out a an application containing his name, date    of birth, social security number, and/or other pertinent    information. A credit check may then be performed on the player    before a new card may be issued to the player. A physical card may    not necessarily be issued to the player. Rather, the player's mobile    gaming device may function as a credit card or other charge card. In    various embodiments, the player need not sign up for a new charge    card. Rather, an existing credit card or other charge card of the    player may be tied to the mobile gaming device. The mobile gaming    device may be loaded with the player's credit card number, for    example. Then, the player may use the mobile gaming device to more    efficiently communicate his credit card number to a POS terminal. In    various embodiments, when a player's existing charge card is tied to    the mobile gaming device, the charge card may be immediately    verified. Then, when a POS terminal receives a charge card    identifier from a mobile gaming device, the POS terminal may be    assured that the charge card is already valid and useable.    Accordingly, the POS terminal need not, in various embodiments, go    through an additional process of authenticating the charge card. In    various embodiments, when a mobile gaming device submits financial    account information about a player to a POS terminal, the mobile    gaming device may also submit other information about the player.    The mobile gaming device may submit the player's name, age, state of    residence, zip code, and any other pertinent information. In various    embodiments, when a player pays using a charge card through his    mobile gaming device, the player may be prompted to sign on his    mobile gaming device in order to confirm the payment. The player may    sign on his mobile gaming device and a digitized version of the    player's signature (e.g., a bitmap depicting the player's signature)    may be transmitted to the POS terminal.    -   4.1. Visa is a partner, and payments happen through the Visa        system. In general, a third party can mediate this whole        transaction. In various embodiments, a credit card association        may handle a portion of transactions between the player and the        merchant. For example, when the player pays for an item at the        merchant, a financial account identifier associated with the        player or with the casino may be transmitted to a bank        associated with the player or the casino. The bank may then        transfer funds to a bank of the merchant. The player, or the        casino, may later be billed by his/its bank. If a bank of the        casino transfers funds to the merchant's bank, the casino may        later bill the player. The casino may collect from the player,        for example, by deducting credits from a player account.    -   4.2. If tied to a credit card, there are restrictions on using        the mobile gaming device for gaming. In various embodiments, a        mobile gaming device may be tied to a credit card, debit card,        or other charge card. The mobile gaming device may itself        function as a charge card. However, laws or regulations may        prevent a credit card from being used for gaming purposes.        Therefore, in various embodiments, though a mobile gaming device        may function as a credit card, no charges may be made to a        player financial account for gaming purposes. In various        embodiments, a player may not purchase credits through a charge        account, including the charge account tied to his mobile gaming        device. In various embodiments, a player may only use the charge        account tied to his mobile gaming device for retail purchases.        In various embodiments, restrictions may be placed on when a        player may use his mobile gaming device for gaming versus when        he may use his mobile gaming device for charge card        transactions. In various embodiments, if the mobile gaming        device is used as charge card to make a purchase, the player is        prevented from using the mobile gaming device for gambling for a        predetermined period of time (e.g., for five minutes). In        various embodiments, if the player uses his mobile gaming device        for gambling, the player is prevented from using his mobile        gaming device as a charge card for a predetermined period of        time (e.g., five minutes; e.g., ten minutes). In this way, it        may be made clear that the charge card functions of a mobile        gaming device are not used in gaming.-   5. Mobile gaming device allows for random payments. For example,    when paying for an item, you can do double or nothing, and your    mobile gaming device will generate the random outcome. In various    embodiments, a mobile gaming device may allow a transaction to be    turned into a gaming event.    -   5.1. Double or nothing. In various embodiments, a player may        initiate a transaction. The transaction may involve a product or        service with a given price. The player may elect to bet some        amount of money in order to reduce or to eliminate the cost of        the product or service. In various embodiments, the player may        elect to go “double or nothing.” In this event, the player may        risk an amount of money or a number of credits equal to the        purchase price of the item. The amount may be risked on a game        of chance, such as on a game of craps or blackjack. If the        player wins the game, the player may receive the item for free.        If the player loses the game, the player may lose the amount he        risked. The player may still be required to pay the purchase        price of the product or service using additional monies or        credits. In various embodiments, a transaction may be turned        into a gaming event through the auspices of the mobile gaming        device. The mobile gaming device may prompt the player as to        whether he would like to risk additional money to reduce the        cost of the transaction. For example, the mobile gaming device        may ask the player, “Would you like to pay an extra dollar to        spin a slot machine? If you get at least one cherry, the        purchase is free.” Whatever the prompt, the player may have the        ability to accept or reject. If the player accepts, the game may        proceed. If the player wins, the casino may credit the purchase        price of the item to the player's mobile gaming device. The        purchase price of the item may then be transferred from the        player's mobile gaming device to the POS terminal. In various        embodiments, the casino may directly transfer cash or other        value to the merchant upon the player winning the game. The        merchant may then provide the product or service to the player        without further payment required from the player.    -   5.2. POS terminal conducts the game. In various embodiments, the        POS terminal may conduct a game that allows a player to reduce        or eliminate the purchase price of an item. In various        embodiments, the processor of the POS terminal may generate a        random number. The random number may then be translated into a        game outcome, which may in turn determine whether the player has        won or lost. The POS terminal may further display graphics which        show the game unfolding and which show the outcome of the game.        The POS terminal may conduct a game once the player has accepted        a prompt to play the game. The POS terminal may receive a signal        from the player's mobile gaming device that the player wishes to        play the game. The POS terminal may receive instructions from an        employee of the merchant to initiate the game rather than        receiving instructions from the player's mobile gaming device.        In various embodiments, the POS terminal may receive from the        player a bet amount prior to the initiation of the game. For        example, the POS terminal may receive from the mobile gaming        device a signal that the merchant may deduct a bet amount from        the player. The merchant may also receive a signal from the        casino server that the casino server has transferred money or        credits from a player account to a merchant account. In any        event, in various embodiments, the merchant may receive a bet        from the player before the game has been initiated. If the game        turns out against the player, the bet may be kept by the        merchant.        -   In various embodiments, a bet by the player to win the            purchase price of a product (e.g., to effectively win the            product) may go through the casino. In other words, the            counter party to the bet may be the casino. If the player            loses his bet, the casino may keep the player's money. Thus,            the merchant may be largely indifferent to whether the            player wins or loses. If the player wins, the merchant may            provide the product to the player without receiving payment            from the player. However, the casino may provide the            purchase price to the merchant.    -   5.3. Player defines parameters of the game. In various        embodiments, a player may define one or more parameters of a        game to be played. The game may be a game that the player plays        in order to win a product. In various embodiments, the player        may define his wager amount. The casino may then define the        player's probability of winning such that the player's expected        winnings are close to his wager amount. For example, the        player's expected winnings may come out to be 95% of the        player's wager in order to create a house edge for the casino.        For example, the player may wish to bet $10 for the chance of        winning a $100 item. Accordingly, the casino may set the        player's probability of winning at 0.09. The monetary value of        the player's expected winnings may thus be 0.09×$100 or $9.        Thus, the casino will make an average of $1 from the bet. In        various embodiments, the probability may be set to give the        player expected winnings equal to his bet. In various        embodiments, the probability may be set to give the player        expected winnings in excess of his bet. This may be acceptable        to the casino since the actual cost of the item may be less than        its retail price. Therefore, the casino and the merchant stand        to profit from the bet since the true value of the item to the        casino or to the merchant is less than $100.        -   In various embodiments, a player may specify his probability            of winning in a game. The casino or merchant may then            specify the required wager amount for the player. For            example, a player may specify that he wishes to play a game            in which he has a 10% chance of winning a $100 item. The            casino may then require the player to place a wager of $11            in order to play such a game. In various embodiments, the            merchant may be a counter party to a player bet. In various            embodiments, the casino may be the counterparty to a player            bet.    -   5.4. Change game. In various embodiments, a player may make a        purchase from a merchant or otherwise transact with the        merchant. The player may owe a first amount and may initially        give the merchant a second amount, where the second amount is        greater than the first amount. The first amount may be a price        of an item, such as a product or service. In various        embodiments, the price may include any applicable taxes. In        various embodiments, the price may exclude one or more        applicable taxes. For example, the first amount may be $8.61,        and the player may provide the merchant with a second amount of        $10.00. The player may provide the merchant with $10.00 because        $10.00 is a standard unit of currency. E.g., the player may have        a ten-dollar bill, but not the exact change to pay $8.61. In        various embodiments, the player may provide the second amount in        other currency or other value. For example, in various        embodiments, the player may pay for an item using casino credits        or casino chips. In various embodiments, the player may pay for        an item using comp points. In various embodiments, the second        amount provided by the player may be greater than the first        amount even when the player is using value other than paper        money. For example, the player may pay for an item costing $8.61        using dollar denomination casino credits. Accordingly, the        second amount provided by the player may be equal to $9.00.        -   In various embodiments, once the player has provided the            merchant with the second amount, the player may be due some            change from the merchant. For example, if the player owes            the merchant $8.61 but provides the merchant with a            ten-dollar bill, then the merchant may owe the player change            of $1.39. At this point, the player may have the option of            receiving his change from the merchant. In various            embodiments, the player may refrain from taking his change            and instead use the change as a bet in order to play a game.            In various embodiments, the game may be any game, such as a            video poker game, a slot machine game, a blackjack game, a            craps game, a roulette game, or any other game.        -   In various embodiments, the game may include a pay table            with any structure. The pay table may detail various            outcomes the player may achieve in the game, as well as            various amounts that may be won by the player based on the            outcome. The payouts described in the pay table may be            further based on the amount bet by the player. For example,            a particular payout may be set at ten times the player's bet            (e.g., the amount of change due to the player) and may            thereby vary according to the size of the player's bet.        -   In some embodiments, a payout of the game may be the item            being purchased. Thus, if the player achieves a particular            outcome in the game, the player may receive the item being            purchased for free. The player may accordingly be returned            the second amount which he had initially provided to the            merchant (e.g., the ten-dollar bill), and may also receive            the product or service, now at no charge. In some            embodiments, the only winning payout for the game is the            item. In some embodiments, there are multiple possible            winning payouts. In some embodiments, a player may win the            item being purchased or he may win a jackpot whose value is            much larger than the value of the item.        -   In various embodiments, if the player does not achieve a            winning outcome in the game, then the player does not            receive any change. For example, if the player had tendered            $10.00 for an item costing $8.61, the player would not            receive his change of $1.39. The player would still be            entitled to the item, in various embodiments.        -   In various embodiments, once the amount of change due a            player has been determined, a winning outcome for the game            may be determined. In various embodiments, multiple winning            outcomes for the game may be determined. For example, in a            game of video poker, it may be determined that all hands            which are 10-high straights or better are winning outcomes            for the player. In a game of roulette, it may be determined            that all numbers less than 7 are winning outcomes for the            player. In various embodiments, the winning outcomes may be            determined in such a way as to result in a desired house            advantage. For example, winning outcomes may be determined            for the game in such a way as to result in a house advantage            of 5%. In various embodiments, winning outcomes may be            determined in such a way as to result in approximately a            desired house advantage.        -   In one example, suppose a player tenders a $10 bill when he            owes $8.61 for an item. The player is thus owed $1.39 in            change. The player elects to play a game of roulette in            order to win the item. The casino and/or the merchant desire            a house edge of 5%. The roulette game is structured so that            the player wins the item if any of the numbers one through            five occur in a single spin of the reel. Thus, for example,            if the spin of the roulette wheel gives the number four,            then the player wins the item and receives his $10 back.            Otherwise (e.g., on number 33), the player keeps the item            but does not receive any change. The house edge for the game            may then be calculated as:            ($1.39*33/38+−$8.61*5/38)/$1.39=5.3%.        -   In some embodiments, the casino server may solve for the            probability of the player winning in order to achieve a            desired house edge. The casino server may then determine the            probability of one or more statistically independent            possible outcomes. The casino server may then choose a set            of such outcomes to be winning outcomes in such a way that            the probabilities of the outcomes add up to the probability            previously solved for. As will be appreciated, the casino            server could similarly solve for the probability of the            player losing in order to achieve a desired house edge. The            casino server may then choose a set of outcomes to be losing            outcomes such that the probabilities of all the outcomes in            the set add up to the probability previously solved for. As            will be appreciated, the casino server may first solve for a            probability of the player winning in order to achieve a            desired house edge, but then choose which outcomes will be            losing for the player. Similarly, the casino server may            first solve for a probability of the player losing in order            to achieve a desired house edge, but then choose which            outcomes will be winning for the player.        -   In various embodiments, when a player is betting his change            on a game to win a product or service from a merchant, the            game may be played on the mobile gaming device of the            player. The mobile gaming device may display the results of            the game. The player may show the results of the game to the            merchant. The merchant may then return the full amount of            money tendered by the player if the player has won, or keep            the full amount of money tendered by the player if the            player has lost. In either case, the player may keep the            product or service. In various embodiments, the results of            the game may be transmitted by the mobile gaming device to            the POS terminal. Based on the results of the game, the POS            terminal may then authorize the player to be provided with            the full amount of money tendered, or for the full amount of            the money to be kept. The POS terminal may further perform            accounting functions. In various embodiments, the game may            be played on the POS terminal. The POS terminal may display            the results of the game. The POS terminal may also transmit            the results of the game to the player's mobile gaming            device.        -   In various embodiments, the POS terminal may perform various            accounting functions. The POS terminal may record the price            of the item acquired by the player. The POS terminal may            record the amount tendered by the player. The POS may            calculate and/or record the amount of change due to the            player. The POS terminal may record information about the            game played by the player. The POS terminal may record the            type of game (e.g., roulette; e.g., craps), the winning            outcomes in the game, the prizes and/or payouts in the game            (e.g., the item), the outcome achieved in the game, whether            or not the player won, the prize or payout that the player            won, whether or not the player received his money back,            and/or any other item of information. In various            embodiments, the POS terminal may not itself record            information, but may instead relay information to another            device, such as to a merchant server or to the casino            server.        -   In various embodiments, the merchant may take risk in the            game. Accordingly, for example, if the player wins the game,            then the merchant may lose the item without compensation.            Similarly, for example, if the player loses the game, then            the merchant may win the player's change. In various            embodiments, the merchant does not take risk in the game. In            such embodiments, if the player wins, the merchant may be            paid the price of the item by the casino. If the player            loses, then the merchant may owe the casino the change            collected from the player.        -   In various embodiments, a player may play a series of games            in order to determine whether or not he wins an item or not.            For example, the player may play a game such as blackjack            where payouts are not generally large multiples of the            amount bet. Therefore, the player may be required to win            several times at a game such as blackjack in order to parlay            his change due into the full price of the item being            purchased. In various embodiments, the player's change may            be considered as an initial balance. A target balance may be            set as the price of the item being purchased. The player may            play as many games as required in order to achieve the            target balance. If the player's balance reaches zero,            however, the player may lose his change and still have to            pay for the item.-   6. How are returns handled? In various embodiments, a player may    wish to return an item he has received from a retailer. For example,    the item may be an item of clothing that doesn't fit. The item being    returned may be an item purchased using a mobile gaming device. For    example, the item may be an item which the player has paid for using    gaming credits. As another example, the item may be an item that the    player has won through the play of a game. The merchant may ask for    one or more pieces of information in order for a return to take    place. In various embodiments, a merchant may ask for one or more    of: (a) the item; (b) the item in a pristine or unused state; (c)    the item in an unopened package; (d) the receipt for the    purchase; (e) player information, such as the player's name and    address; (f) the mobile gaming device (e.g., the player must present    the mobile gaming device through which the player had acquired the    item); (g) an identifier of the mobile gaming device (e.g., the    player may present a serial number or other identifier of the mobile    gaming device through which the purchase was made); (h) an proof of    identification (e.g., a driver's license or passport); (i) a credit    card, debit card, charge card, or other financial account    identifier; (j) an indication of any promotion that was in effect    when the item was purchased; and any other piece of information. In    various embodiments, a player may present a receipt using the    display of his mobile gaming device. The mobile gaming device may    store receipts from a purchase. The receipts may be stored in any    suitable format, such as in an image format, in text format, in    encoded format, and any other suitable format. The player may call    up the receipt on the display of his mobile gaming device. The    player may then show the receipt to an employee of the merchant. The    player may allow the receipt to be scanned from the display screen    of the mobile gaming device to the POS terminal. For example, the    POS terminal may include a scanner for scanning the display screen    of the mobile gaming device. The POS terminal may also include a    camera for photographing the receipt. Once scanned or photographed,    the POS terminal may use image processing algorithms to read    information from the receipt. Such information may include the name    or identifier of the item, the date of purchase, the purchaser, the    manner in which the item was acquired, and any other pertinent    information.    -   6.1. No returns allowed. In various embodiments, the use of a        mobile gaming device to acquire an item may complicate the        return process. In various embodiments, returns may not be        permitted if an item has been acquired using a mobile gaming        device. In various embodiments, returns may not be permitted if        an item has been purchased using gaming credits. However,        returns may be permitted if the item has been won through a        game. In various embodiments, returns may not be permitted if an        item has been won in a game. However, a return may be permitted        if the item has been purchased using gaming credits.    -   6.2. Exchange. In various embodiments, the player may exchange        the item for another item. In various embodiments, exchanges are        the only form of return permitted, and the player is not        permitted to receive cash, casino currency or other items of        liquid value for the item. In various embodiments, the new item        the player receives may be of equal or lesser value to the item        being returned. In various embodiments, the player may exchange        his old item for a new item of lesser value. The player may        receive some money or other currency in the process of the        exchange. For example, the player may receive casino credits        equal in value to the difference in price between the old item        and the new item. In various embodiments, any value a player        receives may be added to a balance associated with the player.        The balance may be a balance of gaming credits, a balance of        money useable at casino merchants, or any other balance. The        value may be downloaded to the player's mobile gaming device. In        indicator of the additions to a player balance may be displayed        on the player's mobile gaming device. For example, a number        describing the number of gaming credits held by the player may        be incremented on the player's mobile gaming device.    -   6.3. Payment given back to the player in the form the player        made it. For example, if the player paid with credits, he gets        back credits. In various embodiments, when a player returns an        item, the player may receive his payment back in the form in        which he had originally made the payment. If the player had paid        for the item using gaming credits, the player may receive gaming        credits back when he returns the item. If the player had paid        for the item using a balance separate from a balance used for        gaming, then the player may receive his payment back into the        balance which is separate from the balance used for gaming. In        various embodiments, a player may have played a game to win an        item. The game may have required a bet on the part of the        player. If the player returns the item, then the player may        receive back only the amount that he bet in the game, and not        the full price or value of the item. In various embodiments, the        player may receive an amount that is greater than the bet        amount, but less than the price or value of the item being        returned. For example, a player may have bet $10 to win an item        priced or valued at $100. If the player later returns the item,        the player may receive $50.    -   6.4. Payment is always given back in the form the casino would        most prefer. For example, payment is always given back in the        form of gaming credits. In various embodiments, the merchant may        pay the player for a return in the currency of its choice. The        merchant may be able to pay back, for example, cash, casino        credits, merchant credits (e.g., value redeemable for the        merchant's products), or any other type of currency or value.        The merchant may also act on behalf of the casino, or as the        casino. Thus, the merchant may return to the player a currency        of the casino's choice. In various embodiments, the casino may        choose to return gaming credits since the casino may wish the        player to have the ability to easily participate in the casino's        games. In various embodiments, when a player returns an item to        a merchant, the casino may provide the player with currency or        other value. For example, the casino may update a balance of the        player's to reflect added value. The merchant may then be        responsible for reimbursing the casino (e.g., if the merchant is        a separate entity from the casino).-   7. Method of communication between the mobile gaming device and the    POS.    -   7.1. Wireless    -   7.2. Close proximity (like RFID)    -   7.3. Direct contact (e.g., in a cradle)    -   7.4. The POS and the mobile gaming device talk via the casino        server-   8. The mobile gaming device can save a person from having to stand    in line. They just pay through the mobile gaming device and then get    the green light to leave. In various embodiments, a player may use a    mobile gaming device to avoid a check out line or to avoid any other    checkout process. The player may select a product. The player may    enter a product identifier into the mobile gaming device. For    example, the player may key in a Universal Product Code (UPC), which    identifiers the selected product, into the mobile gaming device    using the keypad of the mobile gaming device. The mobile gaming    device may then communicate with the POS terminal of the merchant to    find out information about the product. The mobile gaming device may    receive information which includes the name of the product, the    price of the product, and an attribute of the product. The mobile    gaming device may then ask the player whether he is sure he wishes    to buy the product at the price specified by the POS terminal. For    example, the mobile gaming device may display a message for the    player such as, “Are you sure you would like to buy this blue    sweater for $25? If you answer yes, $25 in credits will be deducted    from your account.” The player may confirm by pressing a key on the    mobile gaming device, touching a particular area of a touch screen    on the mobile gaming device, or by taking any other appropriate    action. The player's affirmation may then be transmitted to the    casino server and/or to the POS terminal. The mobile gaming device    may then transfer the price of the item to the POS terminal. The    transfer may occur via the casino server. In some embodiments, the    casino server may simply deduct credits or other value from a    balance of the player and add money to the balance of the casino    server. Once the product has been paid for, an indication that    payment has been complete may be transmitted to the mobile gaming    device. For example, the casino server or the POS system may    transmit a signal to the mobile gaming device indicating that    payment has been made. In various embodiments, an electronic receipt    may be transmitted to the mobile gaming device. The mobile gaming    device may then display to the player an indication that payment has    been made. The mobile gaming device may further display to the    player an indication that the player may leave the premises of the    merchant with the product in hand.    -   In various embodiments, a player may acquire a product in other        ways while still avoiding a checkout process. In various        embodiments, a player may play a game in order to win a product.        For example, the player may enter the UPC of a product into his        mobile gaming device. The mobile gaming device may then host a        game for the product. The player may make a required bet (e.g.,        a bet of 10% of the price of the product) and may then play the        game. If the player wins the game, then the player may be        entitled to keep the product and to walk away from the premises        of the merchant.-   9. Non-transactional information passed between the POS and the    mobile gaming device. Various information may be passed between the    POS terminal and the mobile gaming device. Information may be passed    through direct communication between the POS terminal and the mobile    gaming device. E.g., the gaming device may transmit an infrared    signal to the POS terminal.    -   9.1. Current product inventory. The POS terminal may communicate        to the mobile gaming device information about current product        inventories. For example, the POS terminal may indicate that a        certain type of jewelry is in stock, or that a certain menu item        is being served. In various embodiments, a POS terminal may        communicate information about a group of items. For example, a        POS terminal may communicate an entire wine list being served by        a restaurant. The POS terminal may communicate an entire set of        vegetarian entrees, an entire set of desserts, or an entire        menu, in various embodiments. A POS terminal may communicate        information about a new line of clothing. For example, the POS        terminal may indicate that a spring line of clothing is in        stock, or that clothing from a new designer is in stock. As will        be appreciated, there are many other groups of items about which        information may be communicated to a mobile gaming device.    -   9.2. Current promotions, such as sales. In various embodiments,        a POS terminal may communicate to a mobile gaming device        information about various promotions. For example, the POS        terminal may communicate that there is a 25% discount on all        store items currently in effect. A POS terminal may communicate        various product information to a mobile gaming device, such as        in an effort to entice the player to purchase the product. For        example, a POS terminal may communicate to a mobile gaming        device that a ceramic art work is made by the finest craftsmen        in the world.    -   9.3. Information about a game. In various embodiments, a mobile        gaming device may communicate to a POS terminal information        about a game played by the player. In various embodiments, the        mobile gaming device may communicate any information about the        gaming history of the player. The POS terminal may information        about the player, about the player's gaming history, or about        anything else, to determine a message to transmit to the player.        For example, if the player has had bought in for a large amount        of money, the POS terminal may send promotions to the mobile        gaming device which relate to relatively more expensive items.        In various embodiments, if the player has been consistently        playing low denomination slots, the POS terminal may send a        promotion to the player asking whether he would like to buy a        postcard. The underlying assumption may be that the player is        not wealthy and therefore may not be in the market for high        value items. In various embodiments, if the player has been        playing quickly, a POS terminal at a fast food restaurant may        send a promotion to the player. The underlying assumption may be        that the player is in a hurry and so would appreciate fast food.        In various embodiments, the type of game played by a player may        influence the type of promotion. For example, a player who has        played graphics intensive game may be sent a promotion in the        form of a sophisticated computer animation. A player who has        played games with lots of sound effects may be sent a promotion        with a catchy jingle. A player who has played a game with a        theme of Asian cooking may be sent a promotion from an Asian        restaurant.    -   9.4. Information about where the player has been. In various        embodiments, a mobile gaming device may store information about        where a player has been. The mobile gaming device may have        position tracking capabilities, for example. In various        embodiments, the casino server may track the position of the        mobile gaming device over time. Information about where the        player has been, including paths the player has taken (e.g., the        progression of the player's position over time) may be        transmitted to the POS terminal. Information about where a        player has been and/or paths the player has taken may be used to        determine promotions for the player. For example, if the player        has not been near any restaurants in the last three hours, the        POS terminal of a restaurant may transmit information, including        graphics, of popular food items to the player. If the player has        been in a store which features a particular type of merchandise,        then the POS terminal of a different store may determine        promotions for similar types of merchandise. For example, if a        player has been in a sporting goods store, the POS terminal of        another merchant may send to the player's mobile gaming device a        message saying, “We have a great deal on golf clubs. Come in and        take a look!”    -   9.5. Personalized offers (“Hey Sue, we have a purse we think you        would like.”) In various embodiments, the POS terminal may        transmit promotions, messages, offers, or any other information        to a mobile gaming device. The POS terminal may transmit        personalized messages for a player. The message may address the        player by name. The messages may reference personal information        of the player. Personal information may be supplied to the POS        terminal by the mobile gaming device or by the casino server. In        various embodiments, the POS terminal may not have some player        information. Rather, the POS terminal may transmit a generic        message to the mobile gaming device. The mobile gaming device        may then fill in information about the player. For example, the        POS terminal may send a message to the mobile gaming device of        the player with directions to the mobile gaming device as to        where to fill in various items of player information. The mobile        gaming device may then receive the message, fill in player        information in the appropriate places in the message and then        display the message for the player.-   10. Hardware on the mobile gaming device. The mobile gaming device    may include various items of hardware. Such items may allow a player    to more conveniently make purchases using the mobile gaming device,    for example.    -   10.1. Bar code scanner. A mobile gaming device may include a bar        code scanner.    -   10.2. Camera. A mobile gaming device may include a camera. The        camera may be used to photograph a UPC. Software contained on        the mobile gaming device may be used to determine the product        based on the UPC. An image of the product may also be        interpreted using image recognition software to allow the mobile        gaming device to identify the product.-   11. Purchases over the web using credits. In various embodiments,    credits or other items of value stored on a mobile gaming device may    be used for purchases made over the Internet. In various    embodiments, the mobile gaming device may interact with a web-based    POS terminal. In various embodiments, during a checkout process, a    player may be asked to supply payment. The player may    House Edge, House Advantage

As used herein, the terms “house edge” and “house advantage” may referto an amount that the house is expected to retain, on average, per unitbet by the player. The house edge may be expressed in percentage terms.For example, a house edge of 5% may indicate that the house can expectto retain 5 cents on average per dollar bet by a player. It should benoted that a statement of a house edge does not imply that the housewill necessarily retain the stated amount of a player's bet on eachgame. The house edge, rather, refers to an expectation or average. Forexample, suppose a player bets $1 on a game in which he has a 45% chanceof winning $2, and a 55% chance of winning nothing. The house edge maybe calculated as (0.55*($1−$0)+0.45*($1−$2))/$1=10%. Thus, the house mayexpect to win 10 cents per dollar wagered by the player.

Gaming History (of a Player)

The gaming history of a player may include outcomes, results, and otherevents that have occurred in a player's games in the past. The gaminghistory of a player may include information about the following:

-   -   The last outcome achieved    -   The last X outcomes achieved    -   Any games, events, results, or outcomes that have occurred in        the last hour    -   Any games, events, results, or outcomes that have occurred in        the X period of time    -   Any games, events, results, or outcomes that have occurred in a        player's trip, including any aggregate results of the player's        trip (e.g., total winnings for the trip)    -   The player's gross winnings    -   The player's net winnings    -   Outcomes, net winnings, gross winnings, or any other statistic        achieved over the player's lifetime    -   An amount of a buy in (e.g., an amount of money initially        brought to a table by a player)    -   An amount of a cash out (e.g., an amount of a money with which a        player leaves a gaming device, gaming table or gaming session)    -   Jackpots won by the player    -   The largest payouts received    -   Current credit balance    -   Amounts wagered per game    -   Which games were played    -   Playing strategies    -   Number of pay-lines    -   Rate of play    -   Number of games played    -   Number of games played in last X period of time    -   Preferred gaming device    -   Gaming device that gave the player the most favorable results    -   Game opponents    -   Dealers played against    -   Comps awarded        Encryption

As used herein, the term “encryption” may refer to a process forobscuring or hiding information so that the information is not readilyunderstandable without special knowledge. The process of encryption maytransform raw information, called plaintext, into encrypted information.The encrypted information may be called ciphertext, and the algorithmfor transforming the plaintext into ciphertext may be referred to as acipher. A cipher may also be used for performing the reverse operationof converting the ciphertext back into plaintext. Examples of ciphersinclude substitution ciphers, transposition ciphers, and ciphersimplemented using rotor machines.

In various encryption methods, ciphers may require a supplementary pieceof information called a key. A key may consist, for example, of a stringof bits. A key may be used in conjunction with a cipher to encryptplaintext. A key may also be used in conjunction with a cipher todecrypt ciphertext. In a category of ciphers called symmetric keyalgorithms (e.g., private-key cryptography), the same key is used forboth encryption and decryption. The sanctity of the encryptedinformation may thus depend on the key being kept secret. Examples ofsymmetric key algorithms are DES and AES. In a category of cipherscalled asymmetric key algorithms (e.g., public-key cryptography),different keys are used for encryption and decryption. With anasymmetric key algorithm, any member of the public may use a first key(e.g., a public key) to encrypt plaintext into ciphertext. However, onlythe holder of a second key (e.g., the private key) will be able todecrypt the ciphertext back in to plaintext. An example of an asymmetrickey algorithm is the RSA algorithm.

It will be appreciated that other methods besides encryption may be usedto hide or obscure information, such as encoding or steganography. Suchmethods may also be used in conjunction with cryptography.

Encryption may be used to:

-   -   Send a message only specific recipients can read. For example,        Alice and Bob may both be in possession of the same secret key.        Alice may encrypt a plaintext message with the secret key. She        may transmit the resultant ciphertext to Bob. Bob may then        decrypt the cyphertext using the secret key so as to view the        plaintext version of the message.    -   Allow messages to be encrypted by many and decrypted only one        (e.g., PGP). For example, Alice may possess a public and a        private key. Bob may wish to send Alice a message that only        Alice will be able to read. Bob may create a message in        plaintext and encrypt it using Alice's public key. Bob may send        the resultant ciphertext to Alice. Alice may then decrypt the        ciphertext using her private key, and may thereby view the        plaintext message. Should Cindy intercept the ciphertext message        on its way from Bob to Alice, Cindy would not be able to decrypt        the message since Cindy would not have access to Alice's private        key. Alice's public key, although available to Cindy, would not        be sufficient to decrypt the ciphertext message in a practicable        amount of time.    -   Authenticate the sender of a message. This use of encryption may        include having the sender create a digital signature. For        example, Alice would like to send a message to Bob in such a way        that Bob can be confident that the message has come from her.        Alice may construct a plaintext message and encrypt the        plaintext into ciphertext using her private key. Alice may then        send the ciphertext message to Bob. Bob may then use Alice's        public key to decrypt the ciphertext back in to plaintext. Since        Alice's public key only works to decrypt a ciphertext message        created using Alice's private key, and since presumably only        Alice has access to her own private key, Bob can be confident        that the message originated from Alice.    -   Allow for non-repudiation. If a sender has applied a digital        signature to a message, or portion of a message, then the sender        will not later be able to claim he did not send the message.    -   Guarantee a time/data sent. See hashing below.    -   Guarantee receipt by recipient. See hashing below.    -   Verify that a message has not been altered after being sent by        the sender. See hashing below.

Hashing is a process whereby input data, typically of arbitrary length,is transformed into output data, typically of shorter length and/or offixed length. A hash function is a function that performs thetransformation. Often, useful hash functions will be one-way functions.That is, for a given input, the output can be computed readily. However,for a given output, the input which produced the output will bedifficult to calculate. Also, useful hash functions will often have theproperty that two differing inputs rarely produce the same output.Hashing can be used for the following purposes:

-   -   To perform data redundancy checks. For example, a database may        contain a large number of names. The names may be of arbitrary        length. To check for redundant names, hash values for the names        may be created. The hash values may be of smaller size than the        names and may all be of the same length. Thus, it may be easier        to compare the hash values of the names that it will be to        compare the names themselves.    -   To verify that a message has not been altered. For example,        Alice can send a plaintext message to Bob along with a hash        value of the message. Alice can apply a digital signature to the        hash value so as to assure Bob that the hash value has been sent        by Alice. When Bob receives the plaintext message from Alice,        Bob can compute the hash value of the message. If the hash value        that Bob computes is the same as the hash value that Alice has        sent to Bob, then Bob can be fairly confident that the message        has not been altered en route from Alice to Bob.    -   To prove possession of a message without having to reveal the        message. For example, Alice can send a message to Bob. Bob can        take the hash of the message and send it back to Alice. Alice        may thus be assured that Bob has the message without the risk of        the message being intercepted en route from Bob to Alice.    -   To prove possession of a message at a certain time without        having to reveal the message. For example, Alice might have a        great idea and wish to prove she came up with it at a certain        time without having to reveal the idea. Thus, Alice might write        out the idea in the form of text, and take a hash value of the        text. Alice can then publish the hash of the text in a        newspaper. It will then be readily apparent that Alice had        possession of the idea at least on the date of the newspaper's        publication.    -   To timestamp a document. For example, a document may be sent to        a time-stamping service. The service may then determine the hash        value of the document. The service may append the then current        date and time to the hash value of the document and apply a        digital signature to the result. The digitally signed hash value        plus date and time may then be published. So long as the        time-stamping service can be trusted to provide accurate dates        and times (e.g., not to use old dates and times) then the        published timestamp may serve as proof that the document was in        existence as of the date and time provided by the time-stamping        service. Further precautions may ensure that it becomes very        difficult for even the time-stamping service to provide fake        times and dates. For example, the time-stamping service may add        a sequence number, (e.g., 1, 2, 3, etc.) to each document it        timestamps. If the service wishes to provide an old date, the        service would have to find an older sequence number. The older        sequence number would have to fit between two sequence numbers        used immediately before and immediately after the desired fake        date. However, no such sequence number would be available if,        e.g., no numbers had been skipped in the first place.

In various embodiments, a distributed gaming system enables participantsto engage in gaming activities from remote and/or mobile locations. Thepossible gaming activities include gambling, such as that provided bycasinos. Gambling activities may include any casino-type gamblingactivities including, but not limited to, slot machines, video poker,table games (e.g., craps, roulette, blackjack, pai gow poker, Caribbeanstud poker, baccarat, etc), the wheel of fortune game, keno, sportsbetting, horse racing, dog racing, jai alai, and other gamblingactivities. The gaming activities can also include wagering on any typeof event. Events can include, for example, sporting events, such ashorse or auto racing, and athletic competitions such as football,basketball, baseball, golf, etc. Events can also include such thingsthat do not normally involve wagering. Such events may include, withoutlimitation, political elections, entertainment industry awards, and boxoffice performance of movies. Gaming can also include non-wagering gamesand events. Gaming can also include lotteries or lottery-type activitiessuch as state and interstate lotteries. These can include all forms ofnumber-selection lotteries, “scratch-off” lotteries, and other lotterycontests. The gaming system may be implemented over a communicationsnetwork such as a cellular network or a private wireless and/or wirelinenetwork. Examples of the latter include WiFi and WiMax networks. In someembodiments, the gaming system communications network is entirelyindependent of the Internet. In some embodiments, the gaming systemoperation makes minimal use of the Internet, such that only informationfor which there are no security issues is transmitted via the Internetand/or such that information may be encrypted. In various embodiments,the communications network enables players to participate in gaming fromremote locations (e.g., outside of the gaming area of a casino). Also,the system may enable players to be mobile during participation in thegaming activities. In various embodiments, the system has a locationverification or determination feature, which is operable to permit ordisallow gaming from the remote location depending upon whether or notthe location meets one or more criteria. The criterion may be, forexample, whether the location is within a pre-defined area in whichgaming is permitted by law.

As shown in FIG. 1, for example, gaming system 10 may include at leastone user 12. The system may include additional users such that there isat least a first user 12 and a second user 14. Multiple users may accessa first gaming system 10, while other multiple users access a secondgaming system (not shown) in communication with first gaming system 10.Users 12 and 14 may access system 10 by way of a gaming communicationdevice 13. Gaming communication device 13 may comprise any suitabledevice for transmitting and receiving electronic communications.Examples of such devices include, without limitation, mobile phones,personal data assistants (PDAs), computers, mini-computers, etc. Gamingcommunication devices 13 transmit and receive gaming information to andfrom communications network 16. Gaming information is also transmittedbetween network 16 and a computer 18, such as a server, which may residewithin the domain of a gaming service provider 20. The location ofcomputer 18 may be flexible, however, and computer 18 may resideadjacent to or remote from the domain of gaming service provider 20.Various embodiments may not include a gaming service provider. Thecomputer 18 and/or gaming service provider 20 may reside within,adjacent to, or remote from a gaming provider (not shown in FIG. 1). Thegaming service provider may be an actual controller of games, such as acasino. As an example, a gaming service provider may be located on thegrounds of a casino and the computer 18 may be physically within thegeographic boundaries of the gaming service provider. As discussed,however, other possibilities exist for remote location of the computer18 and the gaming service provider 20. Computer 18 may function as agaming server. Additional computers (not expressly shown) may functionas database management computers and redundant servers, for example.

In various embodiments, software resides on both the gamingcommunication device 13 and the computer 18. Software resident on gamingcommunication device 13 may be operable to present informationcorresponding to gaming activities (including gambling and non-gamblingactivities discussed herein) to the user. The information may include,without limitation, graphical representations of objects associated withthe activities, and presentation of options related to the activitiesand selectable by the user. The gaming communication device software mayalso be operable to receive data from the computer and data input by theuser. Software resident on the computer may be able to exchange datawith the gaming communication device, access additional computers anddata storage devices, and perform all of the functions described hereinas well as functions common to known electronic gaming systems.

Gaming information transmitted across network 16 may include anyinformation, in any format, which is necessary or desirable in theoperation of the gaming experience in which the user participates. Theinformation may be transmitted in whole, or in combination, in anyformat including digital or analog, text or voice, and according to anyknown or future transport technologies, which may include, for example,wireline or wireless technologies. Wireless technologies may include,for example, licensed or license-exempt technologies. Some specifictechnologies which may be used include, without limitation, CodeDivision Multiple Access (CDMA), Global System for Mobile Communication(GSM), General Packet Radio Service (GPRS), WiFi (802.11x), WiMax(802.16x), Public Switched Telephone Network (PSTN), Digital SubscriberLine (DSL), Integrated Services Digital Network (ISDN), or cable modemtechnologies. These are examples only and one of ordinary skill willunderstand that other types of communication techniques are alsocontemplated. Further, it will be understood that additional componentsmay be used in the communication of information between the users andthe gaming server. Such additional components may include, withoutlimitation, lines, trunks, antennas, switches, cables, transmitters,receivers, computers, routers, servers, fiber optical transmissionequipment, repeaters, amplifiers, etc.

In some embodiments, the communication of gaming information takes placewithout involvement of the Internet. However, in some embodiments, aportion of the gaming information may be transmitted over the Internet.Also, some or all of the gaming information may be transmitted partiallyover an Internet communications path. In some embodiments, someinformation is transmitted entirely or partially over the Internet, butthe information is either not gaming information or is gaminginformation that does not need to be maintained secretly. For instance,data that causes a graphical representation of a table game on theuser's gaming communication device might be transmitted at leastpartially over the Internet, while wagering information transmitted bythe user might be transmitted entirely over a non-Internetcommunications network.

According to some embodiments, as shown in FIG. 2 for example, thecommunications network comprises a cellular network 22. Cellular network22 comprises a plurality of base stations 23, each of which has acorresponding coverage area 25. Base station technology is generallyknown and the base stations may be of any type found in a typicalcellular network. The base stations may have coverage areas thatoverlap. Further, the coverage areas may be sectorized ornon-sectorized. The network also includes mobile stations 24, whichfunction as the gaming communication devices used by users to access thegaming system and participate in the activities available on the gamingsystem. Users are connected to the network of base stations viatransmission and reception of radio signals. The communications networkalso includes at least one voice/data switch 26, which may be connectedto the wireless portion of the network via a dedicated, secure landline.The communications network may also include a gaming service provider28, which is likewise connected to the voice/data switch via adedicated, secure landline. The voice/data switch may be connected tothe wireless network of base stations via a mobile switching center(MSC), for example and the landline may be provided between thevoice/data switch and the MSC.

Users access the gaming system by way of mobile stations which are incommunication with, and thus part of, the communications network. Themobile station may be any electronic communication device that isoperable in connection with the network as described. For example, inthis particular embodiment, the mobile station may comprise a cellulartelephone.

In various embodiments, in the case of a cellular network for example,the gaming system is enabled through the use of a private label carriernetwork. Each base station is programmed by the cellular carrier to sendand receive private secure voice and/or data transmissions to and frommobile station handsets. The handsets may be pre-programmed with bothgaming software and the carrier's authentication software. The basestations communicate via private T1 lines to a switch. A gaming serviceprovider leases a private T1 or T3 line, which routes the calls back togaming servers controlled by the gaming service provider. Encryption canbe installed on the telephones if required by a gaming regulationauthority, such as a gaming commission.

The cellular network may be a private, closed system. Mobile stationscommunicate with base stations and base stations are connected to acentralized switch located within a gaming jurisdiction. At the switch,voice calls are transported either locally or via long distance.Specific service provider gaming traffic is transported from the centralswitch to a gaming server at a host location, which can be a casino orother location.

As subscribers launch their specific gaming application, the handsetwill only talk to certain base stations with cells or sectors that havebeen engineered to be wholly within the gaming jurisdiction. Forexample, if a base station is close enough to pick up or send a signalacross state lines, it will not be able to communicate with the device.When a customer uses the device for gaming, the system may prohibit, ifdesired, the making or receiving voice calls. Moreover, voice can beeliminated entirely if required. Further, the devices may not be allowedto “connect” to the Internet. This ensures a high level of certaintythat bets/wagers originate and terminate within the boundaries of thegaming jurisdiction and the “private” wireless system cannot becircumvented or bypassed. Although in some embodiments some data and/orvoice traffic may be communicated at least partially over the Internet,the communication path may not include the Internet in otherembodiments. Alternatively, in some embodiments, certain non-gaminginformation may be transported over a path which includes the Internet,while other information relating to the gaming activities of the systemis transported on a path that does not include the Internet.

As shown in FIG. 3, a gaming communication device 32 is in communicationwith a gaming service provider 36 over a network 34. The gaming serviceprovider preferably has one or more servers, on which are residentvarious gaming and other applications. As shown in FIG. 3, some examplegaming applications include horse racing and other sports, financialexchange, casino and/or virtual casino, entertainment and other eventsexchange, and news and real time entertainment. Each of theseapplications may be embodied in one or more software modules. Theapplications may be combined in any possible combination. Additionally,it should be understood that these applications are not exhaustive andthat other applications may exist to provide an environment to the userthat is associated with any of the described or potential activities.

In another embodiment, as shown in FIG. 4, for example, thecommunications network comprises a private wireless network. The privatewireless network may include, for example, an 802.11x (WiFi) networktechnology to cover “Game Spots” or

“Entertainment Spots.” In FIG. 4, various WiFi networks are indicated asnetworks 41. Networks 41 may use other communications protocols toprovide a private wireless network including, but not limited to,802.16x (WiMax) technology. Further, networks 41 may be interconnected.Also, a gaming system may comprise a combination of networks as depictedin FIG. 4. For example, there is shown a combination of private wirelessnetworks 44, a cellular network comprising a multi-channel access unitor sectorized base station 42, and a satellite network comprising one ormore satellites 46.

With respect to the private wireless network, because the technology maycover small areas and provide very high-speed throughput, the privatewireless network is particularly well-suited for gaming commission needsof location and identity verification for the gaming service providerproducts. The gaming spots enabled by networks 41 may include a currentcasino area 48, new areas such as swimming pools, lakes or otherrecreational areas 49, guest rooms and restaurants such as might befound in casino 48 or hotels 45 and 47, residential areas 40, and otherremote gaming areas 43. The configuration of the overall gaming systemdepicted in FIG. 4 is intended only as an example and may be modified tosuit various embodiments.

In some embodiments, the system architecture for the gaming systemincludes:

-   (1) a wireless LAN (Local Access Network) component, which consists    of mostly 802.11x (WiFi) and/or 802.16x WiMax technologies; robust    security and authentication software; gaming software; mobile    carrier approved handsets with Windows® or Symbian® operating    systems integrated within; and

(a) CDMA-technology that is secure for over-the-air data protection;

(b) at least two layers of user authentication, (that provided by themobile carrier and that provided by the gaming service provider);

(c) compulsory tunneling (static routing) to gaming servers;

(d) end-to-end encryption at the application layer; and

(e) state-of-the-art firewall and DMZ technologies;

-   (2) an MWAN (Metropolitan Wireless Access Network), which consists    of licensed and license-exempt, point-to-point links, as well as    licensed and license-exempt, point-to-multi-point technologies;-   (3) private MAN (Metropolitan Access Network) T1 and T3 lines to    provide connectivity where wireless services cannot reach; and-   (4) redundant private-line communications from the mobile switch    back to the gaming server.

Each of the “Game Spots” or “Entertainment Spots” is preferablyconnected via the MWAN/MAN back to central and redundant game servers.For accessing the private wireless networks 41, the gaming communicationdevices may be WiFi- or WiMax-enabled PDAs or mini-laptops, and do nothave to be managed by a third-party partner.

In various embodiments, the gaming system includes a locationverification feature, which is operable to permit or disable gaming froma remote location depending upon whether or not the location meets oneor more criteria. A criterion may be, for example, whether the locationis within a pre-defined area in which gaming is permitted by law. Asanother example, a criterion may be whether the location is in ano-gaming zone, such as a school. The location verification technologyused in the system may include, without limitation, “network-based”and/or “satellite-based” technology. Network-based technology mayinclude such technologies as multilateration, triangulation andgeo-fencing, for example. Satellite-based technologies may includeglobal positioning satellite (GPS) technology, for example.

As previously discussed, the cellular approach preferably includes theuse of at least one cellular, mobile, voice and data network. For gamingin certain jurisdictions, such as Nevada for example, the technology mayinvolve triangulation, global positioning satellite (GPS) technology,and/or geo-fencing to avoid the potential for bets or wagers to be madeoutside Nevada state lines. In some embodiments, the network would notcover all of a particular jurisdiction, such as Nevada. For instance,the network would not cover areas in which cellular coverage for aparticular base station straddled the state line or other boundary ofthe jurisdiction. This is done in order to permit the use of locationverification to insure against the chance of bets originating orterminating outside of the state. Triangulation may be used as a methodfor preventing gaming from unapproved locations. Triangulation may beaccomplished, for example, by comparing the signal strength from asingle mobile station received at multiple base stations, each havingGPS coordinates. This technology may be used to pinpoint the location ofa mobile station. The location can then be compared to a map or otherresource to determine whether the user of the mobile station is in anunapproved area, such as a school. Alternatively, GPS technology may beused for these purposes.

As shown in FIG. 5, the gaming system includes a plurality of gamingcommunication devices 54, 55, and 56. Device 54 is located outside thegaming jurisdiction 58. Devices 55 and 56 are both located inside gamingjurisdiction 58. However only device 56 is located within geo-fence 57,which is established by the coverage areas of a plurality of basestation 53. Thus, geo-fencing may be used to enable gaming via device 56but disable gaming via devices 54 and 55. Even though some gamingcommunication devices that are within the gaming jurisdiction 58, suchas device 55, are not permitted access to the gaming system, thegeo-fence 57 ensures that no gaming communication devices outsidejurisdiction 58, such as device 54, are permitted access.

Geo-fencing may not specify location. Rather, it may ensure that amobile station is within certain boundaries. For instance, geo-fencingmay be used to ensure that a mobile station beyond state lines does notaccess the gaming system. Triangulation on the other hand may specify apinpoint, or near-pinpoint, location. For example, as shown in FIG. 5,device 56 is triangulated between three of the base stations 53 todetermine the location of device 56. Triangulation may be used toidentify whether a device, such as a mobile station, is located in aspecific spot where gambling is unauthorized (such as, for example, aschool). Preferably, the location determination technology utilized inconjunction with the present invention meets the Federal CommunicationCommission's (FCC's) Phase 2 E911 requirements. Geological InstituteSurvey (GIS) mapping may also be utilized to compare identifiedcoordinates of a gaming communication device with GIS map features orelements to determine whether a device is in an area not authorized forgaming. It should be noted that any type of location verification may beused such as triangulation, geo-fencing, global positioning satellite(GPS) technology, or any other type of location determining technology,which can be used to ensure, or provide an acceptable level ofconfidence, that the user is within an approved gaming area.

In various embodiments, location verification is accomplished usingchannel address checking or location verification using some otheridentifying number or piece of information indicative of which networkor portion of a network is being accessed by the gaming communicationdevice. Assuming the usage of an identifying number for this purpose,then according to one method of location checking, as an example, aparticipant accesses the gaming system via a mobile telephone. Theidentifying number of the mobile telephone, or of the network componentbeing accessed by the mobile telephone, identifies the caller'sconnection to the mobile network. The number is indicative of the factthat the caller is in a defined area and is on a certain mobile network.A server application may be resident on the mobile telephone tocommunicate this information via the network to the gaming serviceprovider. In a some embodiments, the identifying number or informationis passed from a first network provider to a second network provider.For example, a caller's home network may be that provided by the secondprovider, but the caller is roaming on a network (and in a jurisdiction)provided by the first provider. The first provider passes theidentifying information through to the second provider to enable thesecond provider to determine whether the caller is in a defined areathat does or does not allow the relevant gaming activity. In variousembodiments, the gaming service provider either maintains, or has accessto, a database that maps the various possible worldwide mobile networkidentifying numbers to geographic areas. Various embodiments contemplateusing any number or proxy that indicates a network, portion of anetwork, or network component, which is being connected with a mobiletelephone. The identifying number may indicate one or more of a basestation or group of base stations, a line, a channel, a trunk, a switch,a router, a repeater, etc.

In various embodiments, when the user connects his mobile telephone tothe gaming server, the gaming server draws the network identifyinginformation and communicates that information to the gaming serviceprovider. The software resident on the gaming communication device mayincorporate functionality that will, upon login or access by the user,determine the user's location (based at least in part on the identifyinginformation) and send a message to the gaming service provider. Theidentifying number or information used to determine location may becountry-specific, state-specific, town-specific, or specific to someother definable boundaries.

In connection with any of the location determination methods, the gamingsystem may periodically update the location determination information.This may be done, for example, during a gaming session, at pre-definedtime intervals to ensure that movement of the gaming communicationdevice to an unauthorized area is detected during play, and not justupon login or initial access.

Thus, depending on the location determination technology being used, thedecision whether to permit or prohibit a gaming activity may be made atthe gaming communication device, at the gaming server, or at any of thecomponents of the telecommunication network being used to transmitinformation between the gaming communication device and the gamingserver (such as at a base station, for example).

An aspect of the private wireless network related to preventing gamingin unauthorized areas is the placement of sensors, such as RadioFrequency Identification (RFID) sensors on the gaming communicationdevices. The sensors trigger alarms if users take the devices outsidethe approved gaming areas. Further, the devices may be “tethered” toimmovable objects. Users might simply log in to such devices using theirID and password.

In various embodiments, a gaming system may include the ability todetermine the location of the gaming communication device within alarger property, such as a casino complex. This may allow certainfunctionalities of the device to be enabled or disabled based upon thelocation of the device within the property. For example, governmentregulations may prohibit using the device to gamble from the guest roomsof a casino complex. Therefore, particular embodiments may include theability to determine the location of the device within the property andthen disable the gambling functionality of the device from a guest room,or other area where gambling is prohibited. FIG. 6 illustrates anexample of a wireless gaming system in which the location of a gamingcommunication device 604 may be determined in accordance variousembodiments.

As shown in FIG. 6, a wireless gaming system comprises a wirelessnetwork that at least partially covers casino complex 600 in which oneor more gaming communication devices 604 may be used to participate in avariety of gaming activities. The wireless network may comprise at leastthree signal detection devices 602, although various embodiments mayinclude fewer or greater than three signal detection. As shown in FIG.6, the wireless network comprises four signal detection devices 602,each located at one corner of casino complex 600. In variousembodiments, these signal detection devices may comprise wireless accesspoints, wireless routers, wireless base stations, satellites, or anyother suitable signal detection device. Furthermore, although signaldetection devices 602 are illustrated as being located on the boundariesof casino complex 600, signal detection devices may be located anywhereinside or outside of casino complex 600, provided the signal detectiondevices are operable to receive signals originating from a gamingcommunication device 604 inside casino complex 600. In variousembodiments, signal detection devices 602 may also be used to transmit,as well as receive, signals to gaming communication device 604.

In various embodiments, casino complex 600 may be divided into one ormore zones 608 a-d, which represent different areas of the casinocomplex, such as the lobby, guest rooms, restaurants, shops,entertainment venues, and pool areas. For example, as shown in FIG. 6,zone 608 a may correspond to the casino lobby, zone 608 b may correspondto guest rooms, zone 608 c may correspond to restaurants, and zone 608 dmay correspond to the gaming floor of the casino. Each zone 608 may befurther divided into one or more sub-zones 606, each specifying aparticular location within zone 608. Sub-zones 606 may be arranged in agrid formation, each sub-zone 606 having a uniform size. In someembodiments, each sub-zone may comprise 9 square feet (i.e., 3 feet by 3feet). In some embodiments, each sub-zone may comprise 100 square feet(i.e., 10 feet by 10 feet). The choice of the size of an area covered bya sub-zone may depend on administrator preferences, technicallimitations of the wireless network, and governmental regulations, aswell as other considerations.

Particular embodiments may use this mapping of casino complex 600 into aplurality of zones 608 and sub-zones 606 to determine the location ofgaming communication device 604 within the complex. These embodimentsmay utilize the signal received by signal detection devices 602 fromgaming communication device 604 to determine the location of the device.

In various embodiments, the location of gaming communication device 604may be determined based upon the strength of the signal received by eachsignal detection device 602 from device 604. In various embodiments,this may be accomplished using a Received Signal Strength Indication(RSSI) value or any other suitable indication of signal strength.Generally, the closer a sub-zone is to a signal detection device, thestronger the signal the signal detection device will receive from agaming communication device located in that sub-zone. Therefore, given aplurality of signal strength readings taken from different points in thecasino complex (i.e., signal detection devices 602), these differentsignal strength readings may be used to determine the location of thedevice.

With this in mind, each sub-zone 606 of casino complex 600 may beassociated with a reference set of signal strengths received by thesignal detection devices from a device located in that particularsub-zone. Typically, these values are generated, and periodicallyrecalibrated, by taking a reference reading from a gaming communicationdevice located that sub-zone. After each sub-zone is associated with areference set of signal strengths, these reference signal strengths maybe compared with the signal strengths received by the signal detectiondevices from a gaming communication device. Since each sub-zone has aunique set of signal strengths, this comparison may be used to identifythe particular zone in which the gaming communication device is located.

In various embodiments, the location of gaming communication device 604may be determined based upon an elapsed time between the transmission ofthe signal from device 604 and the receipt of the signal by each signaldetection device 602. In various embodiments, this elapsed time may bedetermined based on a Time Difference of Arrival (TDOA), or any othersuitable technology. As before in the case of signal strengths, eachsub-zone 606 may be associated with a predetermined, or reference, setof elapsed times from transmission to receipt of a signal from a gamingcommunication device. This set of elapsed times will be different foreach sub-zone of the casino complex, as the time it takes a signal toreach each signal detection device will depend on the proximity of thesub-zone to each base station. By comparing the time from transmissionto receipt of a signal received by the signal detection devices from agaming communication device, the sub-zone in which the device is locatedmay be determined.

Once the location of the gaming communication device has beendetermined, particular embodiments may then enable and/or disableparticular functions of the device based on this determination. Forexample, as mentioned previously, particular embodiments may disable thegaming communication device's gambling functionality from a user's guestroom, while still allowing the user to use other device functions, suchas purchasing merchandise or services, or buying tickets to anentertainment event. Once the user leaves his or her guest room, thegambling functionality of the gaming communication device may beenabled. Similarly, particular embodiments may prevent the gamingcommunication device from being used to make financial transactions fromthe casino floor. Once the user leaves the casino floor, suchfunctionality may be enabled. Similarly, other functionalities of thegaming communication device may be enabled or disabled based upon thelocation of the device within the property in accordance with variousembodiments.

In various embodiments, the various functionalities of the gamingcommunication device may be enabled or disabled based upon the zone 608in which the device is located. In such embodiments, each zone 608 ofthe casino complex may be associated with a set of allowed activities.For example, the “lobby” zone 608 a of the casino complex may have allactivities allowed, while the “guest room” zone 608 b of the propertymay have all activities allowed except gambling. Based upon the gamingcommunication device's location, the functionality of the gamingcommunication device may be limited to the set of allowed activities forthe zone in which the device is located. As the gaming communicationdevice travels from zone to zone, the location of the device may bere-determined, and the functionality of the device may be updated toreflect the set of allowed activities for the zone in which the deviceis now located.

Various embodiments may also use the location determination to sendlocation-specific information to the gaming communication device. Forexample, a reminder that an entertainment event to which the user hastickets is about to begin may be sent to the user's device if the device(and therefore the user) is located in a different part of the casinocomplex. In another embodiment, a user may be alerted that the user'sfavorite dealer is on the casino floor if the user is located in his orher guest room.

In various embodiments, the location of the gaming communication devicemay be used to deliver goods and services purchased or ordered by theuser of the device. For example, in various embodiments, the user maypurchase food and beverages using the device. The location of the devicemay then be used to deliver the food and beverages to the user, even ifthe user relocates to another sub-zone after placing his or her order.

The determination of the gaming communication device's location may alsobe used to provide the user with directions to another part of thecasino complex. For example, a user that is located on the casino floorthat wishes to go to a specific restaurant within the complex may begiven direction based upon his or her location. These directions maythen be updated as the user progresses towards his or her desiredlocation. In the event the user gets off-course, the locationdetermination, which may be updated during the user's travel, may beused to alert the user that he/she has gotten off-course and then plot anew course to the desired destination.

It should be understood that the foregoing descriptions encompass butsome of the implementation technologies that may be used, according tovarious embodiments. Other technologies may be used and arecontemplated, according to various embodiments. Various embodiments maybe performed using any suitable technology, either a technologycurrently existing or a technology which has yet to be developed.

User Profiles

According to various embodiments, the wireless gaming system canincorporate a user profile element. One or more user profiles may becreated, maintained, and modified, for example, on one or more of theservers of the gaming system. Generally, the user profiles includeinformation relating to respective users. The information may bemaintained in one or more databases. The information may be accessibleto the gaming server and/or to one or more mobile devices. The deviceswhich may access the information may, according to certain embodiments,include gaming devices or gaming management devices. Gaming managementdevices may include wireless devices used by casino staff to providegaming services or gaming management services.

Various embodiments include software and/or hardware to enable theprovision, modification, and maintenance of one or more user profiles.Thus, one or more user profiles may each comprise a set of datamaintained in a data storage device. The data set(s) for each respectiveuser profile may reflect any of a number of parameters or pieces ofinformation, which relate to the particular user(s) corresponding to theprofile(s). Although not intended to be exhaustive, such information mayinclude, for example, gaming activity preferences, such as preferredgame and/or game configuration, preferred screen configuration, bettingpreferences, gaming location preferences, dining and other servicepreferences, and so forth. The information may also include useridentity information, such as name, home address, hotel name and roomnumber, telephone numbers, social security numbers, user codes, andelectronic files of fingerprint, voice, photograph, retina scan, orother biometric information. User profile information may also includeinformation relating to the user, but not determined by the user or theuser's activities. Such information may include any informationassociated with, or made part of, a profile. For example, an entity suchas a casino, may include as part of a profile certain rules governingthe distribution of promotions or offers to the user. User profileinformation can include any codes, account numbers, credit information,approvals, interfaces, applications, or any other information which maybe associated with a user. Thus, user profile information may includeany information that is particular to a given user. For example, profileinformation may include the location(s) at which a particular user hasplayed, skill levels, success levels, types of games played, and bettingstyles, and trends of information relating to the user's activities.

In various embodiments, user profile information may include conciergeor other service information that is associated with a user. Conciergeservices may include restaurant services, entertainment services, hotelservices, money management services, or other appropriate services thatmay be offered to the user of a gaming device. For example, restaurantservices may include, without limitation, services that allow the userto order drinks, order food, make reservations, or perform otherrestaurant related activities. As another example, entertainmentservices may include, without limitation, services that allow the userto purchase show tickets, arrange appointments or services, virtuallyshop, arrange transportation, or perform other entertainment relatedactivities. Hotel services may include, for example, services that allowthe user to check in, check out, make spa appointments, check messages,leave messages, review a hotel bill, or perform other guest-relatedactivities. Money management services may include, for example, servicesthat allow the user to transfer funds, pay bills, or perform other moneymanagement activities.

The gaming system may be configured to establish a new profile for anyuser who is using a gaming device for the first time. Alternatively, anew profile may be established for a prior user who has not played for apredetermined time period. The gaming system may set up the profile,monitor user activities, adjust the profile, and adjust information(such as graphics) displayed to the user. The gaming system may beconfigured to use the profile information to alter the presentation ofgaming information to the user. For example, if a prior user hasreturned to the gaming system, the system may consult the profile forthe user and determine that in the prior session of gaming the user lostmoney on craps but won money on blackjack. Based on this information,the system may adjust the default gaming screen and present a blackjacktable for the user. As a further example, the profile information mayindicate that the majority of the user's prior blackjack time was spenton $25 minimum tables. The system may, accordingly, make a furtheradjustment to the gaming environment and make the blackjack table beingpresented a $25 table. In this sense, the gaming system enablespersonalized wireless gaming based on one or more criteria maintained ina user profile.

The user profiles may be established, maintained, and periodicallyupdated as necessary to enable a gaming provider to provide an enhanced,current, and/or customized gaming experience. Updates may be undertakenbased on any suitable trigger, such as the occurrence of an event, theoccurrence of a user activity, or the passage of a certain predeterminedtime period. Any or all of the profile information may be updated.

Alerts

In some embodiments, the gaming system may be configured to initiate oneor more alerts to one or more users based on any number of criteria. Forinstance, an alert may be based on the location of a user. The systemmay also be configured to keep track of other non-location dependentparameters. The initiation of an alert may depend on a time parameter.Gaming alerts can also be based on this and/or other informationmaintained in a user profile. Alerts can be prioritized for presentationand the content and display of the alerts may be customized by the useror another entity. As a related concept, the system may be configured toprovide directions and/or maps. Another related concept involvesenabling a user to view a certain activity or area remotely. The alertmay be generated in response to the existence of data within a userprofile. Additionally, the content and presentation of the alert may bedetermined based on information in the user profile. Thus, when thealerts occur and what the alerts indicate may be customized or tailoredaccording to user preferences (or any other information maintained aboutthe user (e.g., in a user profile).

In some embodiments, an alert may be presented or displayed to the userin a format determined, at least in part, by any of the parametersdescribed or contemplated herein. For example, if the user is locatedoutdoors, the display may be automatically brightened in order to allowthe user to more easily view the alert. The alert may be presented inany one or a combination of textual, visual, oral, or other informationexchange formats. Alerts presented to users on the screen of a gamingcommunication device, for example, may be configured in any desirablemanner. Preferably, the information is displayed in a way as to mosteffectively utilize the screen real estate to convey the alert message.Thus, different alerts of differing types, or having differingpriorities, can be displayed differently on the gaming device. Forexample, a more important alert can be displayed as a popup whilesecondary alerts scroll at the bottom of the screen. The player canregister for alerts and determine his own particular alert configurationpreferences.

According to some embodiments, directional information may be providedto one or more users. The directional information may be associated withan alert. The directional information may be based on any of theparameters described herein (e.g., profiles, alerts, locations, changesin play or other activities, etc). Directions may be given toactivities, locations, seats, tables, recreational spots, restaurants,change cages, information booths, casinos, hotels, sports venues,theaters, etc. For example directions may be given to a particular tableor gaming area, a casino other than the one where the user is presentlylocated or where another user is located, a restaurant that is specifiedin a user profile, a sports book area of a casino, a hotel room, etc.

The directions can be presented orally, textually, and/or graphically(e.g., as map with zoom capabilities). An example of how directionswould be provided involves a user profile indicating that the user likesto play high-limit blackjack on Saturday nights, but that the user doesnot have a particular casino preference. If the user enters any casinofor which the system is operable, the system provides the user with analert inviting the player to the high-limit blackjack tables anddirectional information in the form of a visual route. Another exampleinvolves a user leaving a sports book in a casino and the user hasindicated that he wants to play craps. The device gives walkingdirections to the craps tables. Another example involves a user that hasa preferred list of dinner restaurants. At a predetermined time (e.g.,8:00 pm), the system presents the user with the list, lets the user makea selection and a reservation. The system then provides the user withverbal directions from the user's current location to the selectedrestaurant. The system may also be configured to provide ancillaryinformation based, at least in part, on the alert, the profile, or thedirectional information being provided. For example, the system maynotify a user that the user will need a cab, or will need to take thetram, or will need a jacket and tie, or will need an umbrella, etc.depending on where the user is going and the route he is taking.

According to various embodiments, the system enables a user to view acertain activity or area remotely. For example, cameras (or otherviewing devices) may be disposed throughout a casino property (or otherrelevant area). At kiosks, or on the wireless gaming devices, users can“peek” into one or more selected areas to see the activity in theselected area(s). For example, from the pool, a user can tell if thecraps tables have changed limits or are filling up with people. From thecraps table, a user can see if the restaurant or bar is becomingcrowded.

According to various embodiments, the operation of the alerts module andthe alerts methods are integrated with various techniques for managinguser profile information. An example of this aspect is that the systemmay be configured to recognize that a user has certain preferred dealersor stickmen when playing certain casino games. When those dealers orstickmen are on duty, and if the user is located in a certain area, orwithin a certain distance, an alert may be sent inviting the user toparticipate in the gaming activity at the particular table where thedealer or stickman is on duty.

Thus, when user profile information indicates that a one or morepredetermined criteria are met, the system may send an alert to thecorresponding user or to another user. For example, the system may“learn” that a player is a fan of certain sports teams. The systemmonitors information about upcoming events that involve those teams and,at a predetermined time, checks to see if the user has placed a bet onthe event(s). If not, the system invites the user to visit a sports bookto make a bet. As another example, the system knows a user prefers $10minimum tables and alerts the user to the opening of a seat at such atable. As another example, the alerts can be triggered by informationwhich is not directly related to or associated with the particular user(e.g., non-user specific information). For instance an alert might betriggered by a certain time or the occurrence of a certain event (e.g.,the odds given on a certain sports event changing by a certainpredetermined amount).

Service Applications

According to various embodiments, gaming services may be provided as anapplication add-on to a pre-existing communication or data service.Thus, gaming service applications may be made available to customers ofa pre-existing communication or data service. For example, customers ofa particular wireless telephone or data service may be offered any oneor combination of the various gaming service applications discussedherein as an additional feature that is bundled with the telephone ordata service. Although this document may refer to the communicationservice bundled with offered gaming service applications as includingpre-existing communication services, it is recognized that the gamingservices applications may be offered and accepted as part of a packagewith newly-activated communications service plan. In still otherembodiments, the gaming service may be established first and thecommunication service may be added later.

The gaming service applications bundled with, or otherwise offered inconjunction with communication services, may be customized to meet theneeds of the customers, service providers, or both. For example, aservice provider may elect to make certain gaming service applicationsavailable to only a subset of the service providers' customers.Accordingly, not all customers associated with a service provider may beoffered gaming services. As an another example of customized gamingservice applications, a communication service may offer customers anumber of gaming service plans which may provide different levels ofservice. For example, certain services such as advertisement servicesand/or promotional services may be free to customers of thecommunications service. Such levels of service may be customer-selected,service provider-selected, or both.

Customers may be billed separately for add-on gaming services, or inconjunction with the invoice the customer already receives for thepre-existing communications service. For instance, in certainembodiments, gaming services may be billed as an add-on in the same waythat Caller ID services, call waiting services, and call messagingservices result in fees that are in addition to the basic feesassociated with communication services.

Peer-to-Peer Wireless Gaming

According to various embodiments, gaming services enable peer-to-peerwireless gaming. Specifically, the system may enable multiple players toparticipate in the same gaming activity at the same time from dispersedlocations. This may be particularly desirable in the case of certaingames such as, but without limitation, horse racing, poker, andblackjack. The system may also enable a single player to participate inmultiple positions with respect to a particular game. For example, auser may be permitted to play multiple hands of blackjack. Particularaspects include such features as providing assistance to a user infinding a particular activity. For example, a first player may want toplay poker at a six-person table. The gaming system may be used toidentify such a poker table that has a position available for the firstuser's participation. Additionally or alternatively, a first playermight want to play poker at the same table as a second player, and thesystem may be configured to assist the first player in finding a game inwhich the second player is already participating.

Location determination techniques may be incorporated to enablepeer-to-peer gaming or related services. For example, a “buddy network”may be established to track members of a selected group. For example, agroup of friends might all be in a gambling jurisdiction but be locatedat various dispersed places within that jurisdiction. The gaming systemallows the establishment of a private buddy network of peers for thisgroup of friends. The system enables one or more members of the group totrack one or more other members of the group. In various embodiments,the system may also allow messages from and to one or more groupmembers. For example, the system also allows members to invite othermembers to participate in certain wireless gaming activities.Additionally or alternatively, the system may allow members of the groupto bet on the performance of another member of the group who isparticipating in a virtual or actual game.

Location determination techniques may also be incorporate to establishan “alert system.” The alert system may be used to invite certain typesof players to participate in a gaming activity. Criteria may then beused to identify users of gaming devices that meet the criteria. Forexample, a gaming participant may wish to initiate a gaming activitywith other users of gaming devices that qualify as “high rollers” or“high stakes gamers.” As other examples, a celebrity user may wish toinitiate a gaming activity with other celebrities, or a senior citizenmay wish to initiate a gaming activity with other senior citizens. Ineach instance, the user may identify criteria that may then be used toidentify other gaming participants that meet these criteria for theinitiation of a peer-to-peer gaming event.

It should be understood that the foregoing descriptions encompass butsome of the implementation technologies that may be used, according tovarious embodiments. Other technologies may be used and arecontemplated, according to various embodiments. Various embodiments maybe performed using any suitable technology, either a technologycurrently existing or a technology which has yet to be developed.

Gaming and Wireless System

Various embodiments include a gaming system including hand-held personalgaming devices. The gaming system is adapted to present one or moregames to a user of one of the hand-held gaming devices.

In various embodiments, the gaming system includes a portable gamingdevice or interface. The portable gaming device has a display fordisplaying game information to a player, at least one input device forreceiving input from the player and is capable of receiving and sendinginformation to a remote device/location. The gaming system also includesa game server for generating game data, transmitting game data to theportable gaming device and receiving information, such as player input,from the portable gaming device. The gaming system further includes apayment transaction server for validating payment and establishingentitlement of a player to play a game via the portable gaming device asprovided by the game server.

In various embodiments, the gaming system includes one or morestationary gaming machines or other devices capable of printing ticketshaving a value associated therewith. The portable gaming device includesa ticket reader for reading ticket information for use by the paymenttransaction server in verifying the associated value for permitting theplayer to play the game.

In one or more embodiments, the portable gaming devices communicate withother devices (such as the game server) via a wireless communicationchannel. Appropriate relays and transceivers are provided for permittingthe wireless communication.

In one or more embodiments, the portable gaming device includes aplurality of interfaces for changing the configuration of the gamingdevice or interacting with one or more transaction servers. In someembodiments, a login interface is provided for receiving logininformation regarding a user of the device. In various embodiments, thenumber of interfaces or other functions or features displayed orpermitted to be accessed are configured depending upon the user of thedevice. In the event a gaming representative identifies himself,interfaces permitting access to a variety of control functions may beprovided. In the event a player identifies themselves, such controlfunctions may not be accessible, but instead only consumer-relatedfunctions may be accessible such as game play.

In one or more embodiments the gaming system includes one or moretransaction servers, such as a food transaction server. Using aninterface of the portable gaming device a player or other user mayrequest services from the food transaction server. For example, a playermay request food, drink, a restaurant reservation or other service.

One or more embodiments comprise a method of playing a game via aportable gaming device associated with a gaming network. In someembodiments, a player obtains a portable gaming device, such as bychecking out the device from the hostess station of a restaurant or thefront desk of a hotel/casino. The player provides value to the gamingoperator, such as a credit card or cash deposit. This value isassociated with the server and matched with a ticket number, playertracking number or other identifier.

The game device is configured for player play using the login interface.The act of logging in may be performed by the player or the gamingoperator. The player next establishes entitlement to obtain services,such as the playing of a game, by showing the existence of value. Insome embodiments, the player scans his ticket using the ticket reader ofthe device. The scanned information is transmitted to the paymenttransaction server for verifying entitlement of the player to play agame or obtain other services. In the event the entitlement is verified,then the player is permitted to engage in the play of a game or requestservice.

In the event a player wishes to play a game, the player indicates suchby selecting a particular game using a game play interface. Upon receiptof such an instruction, the game server generates game data andtransmits it to the personal gaming device. The transmitted data maycomprise sound and video data for use by the personal gaming device inpresenting the game. The player is allowed to participate in the game byproviding input to the game server through the personal gaming device.The game server determines if the outcome of the game is a winning orlosing outcome. If the outcome is a winning outcome, an award may begiven. This award may be cash value which is associated with theplayer's account at the payment transaction server. If the outcome is alosing outcome, then a bet or wager placed by the player may be lost,and that amount deducted from the player's account at the transactionserver.

FIG. 8 is a block diagram of a gaming system in accordance with variousembodiments.

As illustrated, the gaming system B20 includes a plurality of gamingmachines B22 a, B22 b, B22 c, B22 d, B22 e, B22 f, B22 g, B22 h, B22 i,B22 j. In some embodiments, these gaming machines B22 a, B22 b, B22 c,B22 d, B22 e, B22 f, B22 g, B22 h, B22 i, B22 j are of the stationarytype. In general, the gaming machines B22 a, B22 b, B22 c, B22 d, B22 e,B22 f, B22 g, B22 h, B22 i, B22 j are arranged to present one or moregames to a player. In various embodiments, the games are of the typerequiring the placement of a wager or bet and are of the type by which aplayer receiving a winning outcome is provided an award, such as amonetary award. These devices may comprise for example, video poker andslot machines. In addition, the gaming system B20 includes one or morehand-held, portable gaming devices (PGDs) B24. The PGD B24 is alsoarranged to present one or more games to a player, and as describedbelow, may be used as an access point for a variety of other services.The device referred to herein as a “personal gaming device” may bereferred to by other terminology, such as a portable gaming interface,personal game unit or the like, but regardless of the name of thedevice, such may have one or more of the characteristics herein.

In addition, in various embodiments, the PGD B24 is in communicationwith at least one gaming server B28. As described below, in variousembodiments, the one or more games which are presented via the PGD B24to the player are provided by the gaming server B28.

The gaming machines B22 a, B22 b, B22 c, B22 d, B22 e, B22 f, B22 g, B22h, B22 i, B22 j and each PGD B24 is in communication with a paymentsystem referred to herein as the “EZ-Pay” system. This system includes aserver B26 for receiving and transmitting information. In general, theEZ Pay system is utilized to accept payment from a player for theplaying of games and obtaining of other goods and services, and forpaying a player winnings or awards.

In the embodiments illustrated, the gaming system B20 includes otherservers B30, B32 for transmitting and/or receiving other information. Insome embodiments, one server B30 comprises a prize transaction server.Another server B32 comprises a food transaction server. In a someembodiments, information may be transmitted between the PGD B24 andthese servers B30, B32.

The EZ Pay system, according to various embodiments, will now bedescribed in more detail with reference to FIG. 9. The EZ Pay system mayconstitute an award ticket system which allows award ticket vouchers tobe dispensed in lieu of the traditional coin awards or reimbursementswhen a player wins a game or wishes to cash out. These tickets may alsobe used by gaming machines and other devices for providing value, suchas for payment of goods or services including as a bet or ante forplaying a game.

FIG. 9 illustrates some embodiments of such a system in block diagramform. As illustrated, a first group of gaming machines B22 a, B22 b, B22c, B22 d, and B22 e is shown connected to a first clerk validationterminal (CVT) B34 and a second group of gaming machines B22 f, B22 g,B22 h, B22 i, and B22 j is shown connected to a second CVT B36. All ofthe gaming machines print ticket vouchers which may be exchanged forcash or accepted as credit or indicia in other gaming machines. When theCVTs B34,B36 are not connected to one another, a ticket voucher printedfrom one gaming machine may only be used as indicia of credit in anothergaming machine which is in a group of gaming machines connected to thesame CVT. For example an award ticket printed from gaming machine B22 amight be used as credit of indicia in gaming machines B22 b, B22 c, B22d, and B22 e, which are connected to the common CVT B34, but may not beused in gaming machines B22 f, B22 g, B22 h, B22 i, and B22 j since theyare each connected to the CVT B36.

The CVTs B34,B36 store ticket voucher information corresponding to theoutstanding ticket vouchers that are waiting for redemption. Thisinformation is used when the tickets are validated and cashed out. TheCVTs B34,B36 store the information for the ticket vouchers printed bythe gaming machines connected to the CVT. For example, CVT B34 storesticket voucher information for ticket vouchers printed by gamingmachines B22 a, B22 b, B22 c, B22 d, and B22 e. When a player wishes tocash out a ticket voucher and the CVTs B34,B36 are not connected to oneanother, the player may redeem a voucher printed from a particulargaming machine at the CVT associated with the gaming machine. To cashout the ticket voucher, the ticket voucher is validated by comparinginformation obtained from the ticket with information stored with theCVT. After a ticket voucher has been cashed out, the CVT marks theticket as paid in a database to prevent a ticket voucher with similarinformation from being cashed multiple times.

Multiple groups of gaming machines connected to the CVTs B34,B36 may beconnected together in a cross validation network B38. The crossvalidation network typically comprises one or more concentrators B40which accept input from two or more CVTs and enables communications toand from the two or more CVTs using one communication line. Theconcentrator B40 is connected to a front end controller B42 which maypoll the CVTs B34,B36 for ticket voucher information. The front endcontroller B42 is connected to an EZ pay server B26 which may provide avariety of information services for the award ticket system includingaccounting B44 and administration B46.

The cross validation network allows ticket vouchers generated by anygaming machine connected to the cross validation network to be acceptedby other gaming machines in the cross validation network B38.Additional, the cross validation network allows a cashier at a cashierstation B48, B50, B52 to validate any ticket voucher generated from agaming machine within the cross validation network B38. To cash out aticket voucher, a player may present a ticket voucher at one of thecashier stations B48, B50, B52. Information obtained from the ticketvoucher is used to validate the ticket by comparing information on theticket with information stored on one of the CVTs B34,B36 connected tothe cross validation network B38. As tickets are validated, thisinformation may be sent to another computer B54 providing auditservices.

As described above, the gaming system B20 may also include one or morehand-held PGDs B24. In various embodiments, the PGD B24 is a portabledevice capable of transmitting and receiving information via a wirelesscommunication link/network.

Referring again to FIG. 8, the gaming system B20 may include a printerB56, wireless communication relays B58 and B60, and wirelesstransceivers B62, B64, B66 and B68 connected to the remote transactionservers B26, B28, B30 and B32. In various embodiments, a player mayobtain the PGD B24, and after being provided with the appropriateauthority, may play one or more games and/or obtain other servicesincluding food services or accommodation services.

FIG. 10 illustrates the PGD B24 and a block diagram of a game andservice system which may be implemented by the gaming system B20illustrated in FIG. 8. In various embodiments, the game and servicesystem B100 is comprised of at least one PGD B24 and a number of inputand output devices. The PGD B24 is generally comprised of a displayscreen B102 which may display a number of game service interfaces B106.These game service interfaces B106 are generated on the display screenB102 by a microprocessor of some type (not shown) within the PGD B24.Examples of a hand-held PGD B24 which may accommodate the game serviceinterfaces B106 shown in FIG. 10 are manufactured by SymbolTechnologies, Incorporated of Holtsville, N.Y. The interface or menudata may be stored in a local memory, or the data may be transmitted tothe PGD B24 from a remote location (such as a data server). This reducesthe memory requirement of the device.

The game service interfaces B106 may be used to provide a variety ofgame service transactions and gaming operations services, including thepresentation for play by a user of one or more games. The game serviceinterfaces B106, including a login interface B105, an input/outputinterface B108, a transaction reconciliation interface B110, a ticketvalidation interface B115, a prize services interface B120, a foodservices interface B125, an accommodation services interface B130, agaming operations interface B135, and a game play interface B137 may beaccessed via a main menu with a number of sub-menus that allow a gameservice representative or player to access the different display screensrelating to the particular interface.

In one or more embodiments, some or all of the interfaces may beavailable to a user of the PGD B24. For example, in one or moreembodiments, the PGD B24 may have a dual purpose of both being usable bya player to play games and engage in other activities, and also be usedby gaming operations personnel for use in providing services to playersand performing administrative functions. In various embodiments, certainPGDs B24 may be specially configured for use only by players, and otherPGDs B24 may be specially configured for use only by gaming or otherpersonnel. In such event, the interfaces B106 may be custom programmed.

In one or more embodiments, only certain interfaces B106 may bedisplayed, depending on the status of the user of the PGD B24. In someembodiments, the particular interfaces B106 which are displayed and thusaccessible for use are determined by the status of the user as indicatedthrough a login function. In various embodiment, when the PGD B24 isoperable (such as when a power button is activated) the default statusfor the PGD B24 is the display of the login interface B105. Once a userof the PGD B24 has logged in, then the status of the PGD display ischanged.

In one or more embodiments, the login interface B105 may allow a gameservice representative to enter a user identification of some type andverify the user identification with a password. When the display screenB102 is a touch screen, the user may enter the user/operatoridentification information on a display screen comprising the logininterface B105 using an input stylus B103 and/or using one or more inputbuttons B104. Using a menu on the display screen of the login interface,the user may select other display screens relating to the login andregistration process. For example, another display screen obtained via amenu on a display screen in the login interface may allow the PGD B24 toscan a finger print of the game service representative foridentification purposes or scan the finger print of a game player.

In the event a user identifies themselves as a gaming operator orrepresentative, then the PGD B24 may be arranged to display one or moreother interfaces such as those listed above and described in detailbelow. In one or more embodiments, the default status or login may be a“player” mode login.

In various embodiments, the login interface B105 may allow a player toidentify themselves to configure the PGD B24 to permit the player toaccess a plurality of player services, such as playing games and thelike. In various embodiments, the login interface B105 includes arequest that the user identify themselves as a “player” or “authorizedpersonnel.” In the event “authorized personnel” is selected, then theabove-referenced user identification (including password) may berequested. If “player” is selected, then in various embodiments theplayer is requested to provide an EZ pay ticket. As described in moredetail below, in various embodiments, a player who wishes to play one ormore games or obtain other goods or services uses an EZ pay ticket toprovide the credit or payment therefor. The ticket may be obtained froma cashier or by play of another gaming device (such as devices B22 a,B22 b, B22 c, B22 d, B22 e, B22 f, B22 g, B22 h, B22 i, B22 j in FIG.8). The ticket may be verified through the EZ pay system describedabove.

In various embodiments, the PGD B24 includes a ticket reader B145 and acard reader B140. In some embodiments, the ticket reader B145 may be ofa variety of types. In some embodiments, the reader comprises a bar-codereading optical scanner. In this arrangement, a user of the PGD B24 maysimply pass the bar-coded ticket in front of the bar-code reader. Insome embodiments, the card reader B140 comprises a magnetic-stripe cardtype reader for reading information associated with a magnetic stripe ofa card, such as a player tracking card.

After having provided the appropriate authorization, access may beprovided to the user of the PGD B24 of one or more of the followinginterfaces B106.

In one or more embodiments, an authorized user may be provided withaccess to the input/output interface B108. In a various embodiments,such access is only provided to a game service operator and not aplayer. In one or more embodiments, the input/output interface B108permits a user to select, from a list of devices stored in memory on thePGD B24, a device from which the PGD may input game service transactioninformation or output game service transaction information. For example,the PGD B24 may communicate with the ticket reader B145. As anotherexample, the PGD B24 may input information from the card reader B140.Such input may be useful, for example, if a game service operator wishesto verify the authenticity of a player tracking card or the like.

The PGD B24 may output game and service transaction information to anumber of devices. For example, to print a receipt, the PGD B24 mayoutput information to a printer B150. In this game service transaction,the PGD B24 may send a print request to the printer B150 and receive aprint reply from the printer B150. The printer B150 may be a largedevice at some fixed location or a portable device carried by the gameservice representative. As another example, the output device may be thecard reader B140 that is able to store information on a magnetic card orsmart card. Other devices which may accept input or output from the PGDB24 are personal digital assistants, microphones, keyboard, storagedevices, gaming machines and remote transaction servers.

The PGD B24 may communicate with the various input mechanisms and outputmechanisms using both wire and wire-less communication interfaces. Forexample, the PGD B24 may be connected to the printer B150 by a wireconnection of some type. However, the PGD B24 may communicate with aremote transaction server B160 via a wire-less communication interfaceincluding a spread spectrum cellular network communication interface. Anexample of a spread spectrum cellular network communication interface isSpectrum 24 offered by Symbol Technologies of Holtsville, N.Y., whichoperates between about 2.4 and 2.5 Gigahertz. The informationcommunicated using the wire-less communication interfaces may beencrypted to provide security for certain game service transactions suchas validating a ticket for a cash pay out. Some devices may accommodatemultiple communication interfaces. Such a spread spectrum network is butone possible communication scheme.

Another type of interface that may be stored on the PGD B24 is the awardticket validation interface B115. In some embodiments, this interface isonly available to an authorized game service representative, and not aplayer. Some embodiments of the award ticket interface B115 mayaccommodate the EZ pay ticket voucher system and validate EZ pay ticketsas previously described. However, when other ticket voucher systems areutilized, the award ticket validation interface B115 may be designed tointerface with the other ticket voucher systems. Using the award ticketvalidation interface B115, a game service representative may readinformation from a ticket presented to the game service representativeby a game player using the ticket reader and then validate and pay outan award indicated on the ticket.

In various embodiments, the award ticket contains game servicetransaction information which may be verified against information storedon a remote transaction server B160. To validate the ticket may requirea number of game service transactions. For example, after obtaining gameservice transaction information from the award ticket, the PGD B24 maysend a ticket validation request to the remote transaction server B160using the spread spectrum communication interface and receive a ticketvalidation reply from the remote server B160. In particular, thevalidation reply and the validation request may be for an EZ pay ticket.After the award ticket has been validated, the PGD B24 may send aconfirmation of the transaction to the remote server B160. Details ofthe game service transaction information validation process aredescribed with the reference to FIG. 12. In various embodiments, theaward ticket interface may be configured to validate award informationfrom a smart card or some other portable information device or validateaward information directly from a gaming machine.

As game and service transactions are completed, game and servicetransaction information may be stored on a storage device B155. Thestorage device B155 may be a remote storage device or a portable storagedevice. The storage device B155 may be used as a back-up for auditingpurposes when the memory on the PGD B24 fails and may be removable fromthe PGD B24.

A type of game service interface that may be stored on the PGD B24 isthe prize service interface B120. As an award on a gaming machine (i.e.,machines B22 a, B22 b, B22 c, B22 d, B22 e, B22 f, B22 g, B22 h, B22 i,B22 j in FIG. 8) or while playing a game via the PGD B24, a game playermay receive a ticket (such as issued by other machine) that isredeemable for merchandise including a bicycle, a computer or luggage orreceive such an award directly (such as while playing the PGD B24itself). Using the prize service interface B120, a game servicerepresentative or player may validate the prize service ticket and thencheck on the availability of certain prizes. For example, when the prizeservice ticket indicates the game player has won a bicycle, the gameservice representative may check whether the prize is available in anearby prize distribution center. Alternatively, a player may bepermitted to do the same thing. In some embodiments, a player may beawarded a prize of a particular level, there being one or moreparticular prizes on that level. In such events, the player may use theinterface B120 to determine what prizes are currently available in theprize level just awarded. The PGD B24 may validate a prize ticket andcheck on the availability of certain prizes by communicating with aremote prize server. Further, the game service representative may havethe prize shipped to a game player's home or send a request to have theprize sent to a prize distribution location. The game servicetransactions needed to validate the prize ticket including a prizevalidation request and a prize validation reply, to check on theavailability of prizes and to order or ship a prize may be implementedusing various display screens located within the prize interface. Thedifferent prize screens in the prize service interface B120 may beaccessed using a menu located on each screen of the prize serviceinterface. In some embodiments, the prize service interface B120 may beconfigured to validate prize information from a smart card or some otherportable information device or validate award information directly froma gaming machine.

A type of game service interface that may be stored on the PGD B24 isthe food service interface B125. As an award on a gaming machine or ascompensation for a particular amount of game play, a game player mayreceive a free food or drink. Using the food service interface B125, theplayer may redeem the food or drink award, or a game servicerepresentative may validate such an award (for example, the award may beprovided to a player of a gaming device B22 a in the form of a ticket)and check on the availability of the award. For example, when the gameplayer has received an award ticket valid for a free meal, the foodservice interface may be used to check on the availability of a dinnerreservation and make a dinner reservation. As another example, the PGDB24 may be used to take a drink or food order by the player thereof.Such an order may be processed via the remote food server B32 (see alsoFIG. 8). The transactions needed to validate a food ticket or award, tocheck on the availability of food services, request a food service andreceive a reply to the food service request may be implemented usingvarious display screens located within the food service interface B125.These display screens may be accessed using a menu located on eachscreen of the food service interface. In some embodiments, the foodservice interface may be configured to validate food service informationfrom a smart card or some other portable information device.

Another type of game service interface that may be stored on the PGD B24is an accommodation service interface B130. As an award for game play oras compensation for a particular amount of game play, a game player mayreceive an award in the form of an accommodation service such as a roomupgrade, a free night's stay or other accommodation prize. using theaccommodation service interface B130, the player may check on theavailability of certain accommodation prizes. For example, when the gameplayer has received an award for a room upgrade, the accommodationservice interface may be used to check on the availability of a room andto make a room reservation. Regardless of whether the player has won anaccommodation award, the player may utilize the accommodation serviceinterface B130 to reserve a room (such as an additional night's stay) oran upgrade to a room. In some embodiments, a player of a game may beissued a ticket (such as from a free-standing game device B22 a, B22 b,B22 c, B22 d, B22 e, B22 f, B22 g, B22 h, B22 i, B22 j in FIG. 8), and agaming representative may use the accommodation service interface B130in order to validate the player's award ticket and check on theavailability of the award and institute the award. As another example,the PGD B24 may be used to order a taxi or some other form oftransportation for a player at a gaming machine preparing to leave thegame playing area. The game playing area may be a casino, a hotel, arestaurant, a bar or a store.

The PGD B24 may validate the accommodation service award and check onthe availability of certain accommodation awards by communicating with aremote accommodation server. The transactions needed to validate theaccommodation ticket, check on the availability of accommodationservices, request an accommodation service and receive a reply to theaccommodation service request may be implemented using various displayscreens located within the accommodation service interface. Thesedisplay screens may be accessed using a menu located on each screen ofthe accommodation service interface. In some embodiments, theaccommodation service interface may be configured to validateaccommodation service information from a smart card or some otherportable information device.

A type of game service interface that may be stored on the PGD B24 is agaming operations service interface B135. Using the gaming serviceinterface B135 on the PGD B24, a game service representative may performa number of game service transactions relating to gaming operations. Forexample, when a game player has spilled a drink in the game playingarea, a game service representative may send a request to maintenance tohave someone clean up the accident and receive a reply from maintenanceregarding their request. The maintenance request and maintenance replymay be sent and received via display screens selected via a menu on thescreens of the gaming operations service interface. As another example,when a game service representative observes a damaged gaming machinesuch as a broken light, the game service representative may send amaintenance request for the gaming machine using the PGD B24. In one ormore embodiments, a player may be permitted various options through thegaming service interface B135. For example, a player may be permitted torequest a gaming service representative or attendant using the interfaceB135.

A type of game service interface that may be stored on the PGD B24 is atransaction reconciliation interface B110. In various embodiments, thePGD B24 contains a memory storing game service transaction information.The memory may record the type and time when a particular game servicetransaction is performed. At certain times, the records of the gameservice transactions stored within the PGD B24 may be compared withrecords stored at an alternate location. For example, for an awardticket validation, each time an award ticket is validated and paid out,a confirmation is sent to a remote server B160. Thus, informationregarding the award tickets, which were validated and paid out using thePGD B24, should agree with the information regarding transactions by thePGD stored in the remote server B160. The transaction reconciliationprocess involves using the transaction reconciliation interface B110 tocompare this information. In various embodiments, only a gaming servicerepresentative (and not a player) is permitted access to the transactionreconciliation interface B110.

A type of game service interface that may be stored on the PGD B24 is avoice interface B138. Using the spread spectrum cellular or othercommunication network incorporated into the PGD, a player and/or gameservice representative may use the PGD B24 as a voice communicationdevice. This voice interface B138 may be used to supplement some of theinterfaces previously described. For example, when a game player spillsa drink the game service representative may send maintenance request andreceive a maintenance reply using the voice interface B138 on the PGDB24. As another example, when a game player requests to validate a foodservice such as free meal, such a request may be made by the player or agame service representative at a restaurant or other location using thevoice interface B138 on the PGD B24. In some embodiments, a player maybe permitted to contact a player of another PGD B24, such as byinputting a code number assigned to the PGD B24 through whichcommunication is desired. Such would permit, for example, a husband andwife using two different PGDs B24 to communicate with one another. Thevoice interface B138 may also permit a player to contact the front deskof a hotel/casino, an operator of a switchboard at the gaming locationor the like.

A type of game service interface that may be stored on the PGD B24 is agame play interface B137. In various embodiments, a player is permittedto access the game play interface B137 in order to select from one ormore games for play. The game play interface B137 may include a menulisting one or more games which the player may play via the PGD B24. Invarious embodiments, game play is facilitated with the game server B28(see FIG. 8).

In one or more embodiments, the gaming control code is not resident atthe PGD B24, but instead at a secure, remote server. Referring to FIG.8, game play data is transmitted from the game server B28 to the PGDB24, and from the PGD B24 to the game server B28. Preferably, the PGDB24 is adapted to receive and process data, such as by receiving videodata and processing the data to present the information on the displayB102. Likewise, the PGD B24 is arranged to accept input and transmitthat input or instruction to the game server B28. This arrangement hasthe benefit that nearly all aspects of the play of a game can bemonitored, as it requires the game play data to pass to or from a remotelocation. This avoids, for example, storage of the gaming software atthe PGD B24 where it might be tampered with, copied or the like.

In one or more embodiments, each PGD B24 has a unique identifier whichis utilized to identify which PGD B24 data is transmitted from and towhich data is to be transmitted to. In some embodiments, the game serverB28 may thus be used to present the same or different games to aplurality of players using different PGDs B24, with the game dataregarding a particular game being played at a particular PGD B24 beingdirected to that PGD B24 using its particular identifier.

As will be appreciated by those of skill in the art, the PGD B24 mayhave a variety of configurations. As stated above, the PGD B24 may beused in the gaming system B20 in which gaming code is not storeddirectly at the PGD. In such an embodiment, the PGD B24 may have a muchmore limited amount of data memory. In some embodiments, the PGD B24includes a processor for executing control code, such as that necessaryto operate the display B102, accept input from the stylus B103 or inputbuttons B104 or the like. In addition, the PGD B24 preferably includes abuffer memory for accepting data transmitted from the game server B28.This data may comprise data for displaying game information, such asvideo and sound content.

Various aspects of the use of the PGD B24 described above will now bedescribed. In one or more embodiments, the PGD B24 may be used directlyby a player. In various embodiments, a player may use the PGD B24 toplay one or more games, and obtain products and services, such as food.

A method of use of the PGD B24, according to some embodiments, isillustrated in FIGS. 11( a) and 11(b). In general, a player must firstobtain a PGD B24. For example, a player may check out a PGD B24 from agaming operator. The player then establishes entitlement to use the PGDB24. In some embodiments, the player must indicate player status at thelogin interface, and obtain a valid ticket in order to activate the PGDB24. Once activated, the player is permitted to engage in a variety oftransactions using the interfaces B106, such as playing a game,redeeming prizes and awards, placing food and drink orders, placingreservations, seeking gaming operator support and seeking a variety ofother goods and services as described in more detail below.

One example of a method of use of the PGD B24 by a player will bedescribed with reference to FIG. 11( a). In a first step B400, theplayer first obtains the PGD B24. In some embodiments, a gaming operatormay have certain locations at which a player may obtain the PGD B24,such as the front desk of a hotel/casino, the hostess stand at arestaurant, from a gaming attendant or other location as desired. Insome embodiments, a gaming operator may actually permit a player toretain the PGD B24, such as by renting, selling or giving the PGD B24away to a player.

In a step B402, the PGD B24 is activated. In some embodiments, this stepincludes turning on the PGD B24 (such as with a power switch) andlogging in. In some embodiments, when the PGD B24 is turned on, thelogin interface B105 is automatically displayed. The login interfaceB105 may include “player” and “authorized personnel” buttons which maybe activated using the stylus B103. The player may indicate “player”status by selecting the player button with the stylus B103.

In some embodiments, the gaming operator may log the player in. Forexample, when a player obtains the PGD B24 from a hostess at arestaurant, the hostess may log in the player in player mode. In someembodiments, the gaming operator may have certain PGDs B24 which are foruse by players and certain others which are for use by gaming personnel.In such event, the PGDs B24 which are configured for player status mayautomatically be configured for player mode after being turned on.

In a step B404, a player establishes entitlement to use the PGD B24. Insome embodiments, this step comprises the player providing a validticket which is verifiable using the EZ pay portion of the gaming systemB20. In some embodiments, a player may have obtained a ticket throughplay of a gaming machine, such as gaming machines B22 a, B22 b, B22 c,B22 d, B22 e, B22 f, B22 g, B22 h, B22 i, B22 j of the gaming systemB20. In some embodiments, a player may be issued a ticket by a gameservice representative. For example, a player may provide credit at acashier cage (such as with a credit card or cash) and be issued aticket. A player may also pay cash or the like to a restaurant hostessand be issued a ticket.

Once the player has a ticket, the ticket may be scanned using the ticketreader B145 of the PGD B24. For example, the player may pass the ticketin front of the ticket reader B145. Once the information is read by thePGD B24, the data may be transmitted to the EZ pay server B26 forvalidation. Preferably, this validation confirms that the particularticket is authorized, including the fact that it is outstanding and hasvalue associated therewith.

In one or more embodiments, entitlement may be established in othermanners. For example, in some embodiments, entitlement may beestablished with a player tracking or identification card which may beread using the card reader B140 of the PGD B24.

Establishing entitlement to use the PGD B24 may ensure that the playerhas funds for paying to obtain services and products available by use ofthe PGD B24. In one or more embodiments, however, this step may beeliminated. For example, in some embodiments, a player may be permittedto use the PGD B24 and then pay for goods or services in other manners.In some embodiments, a player may, for example, order food and then paythe server for the food using a room charge or cash at the time the foodis delivered. In some embodiments, a player may use a credit card to payto play games or to pay for food or the like. In such event, a creditcard may be read by the card reader B140 at the time the services orproducts are to be provided or are ordered by the player.

In a step B406, the player is then permitted to select one or moreselections from the interfaces B106. As stated above, a player may notbe permitted access to all of the interfaces B106. In any event, aplayer may select, such as with the stylus B103, a service from thegroup of interfaces B106. An example of the engagement of a particularactivity using the PGD B24 will be described below with reference toFIG. 11( b).

Once a player no longer desires to engage in any more activities usingthe PGD B24, the use session of the PGD B24 is ended in a step B408, andin one or more embodiments, the PGD B24 is returned to the gamingoperator. In various embodiments, once a player no longer wishes to usethe PGD B24, the player returns the PGD B24 to the gaming operator. Atthat time, the gaming operator may confirm that all transactions usingthe PGD B24 are closed or complete, and pay the player any winnings. Insome embodiments, a player B24 is issued a new ticket representing theplayer's credit (including any payments made in order to first use thePGD B24, plus any winnings, less any expenditures).

An example of a method of using the PGD B24 wherein the player hasselected the option of game play using the game play interface B137 willbe described in detail with reference to FIG. 11( b). In a step B410(which step comprises a particular embodiment of step B406 of FIG. 11(a)), a player has selected the event or service of “game play” using thegame play interface B137.

In some embodiments, when a player has selected the game play interfaceB137, a menu may be displayed to the player of the one or more gameswhich the player may be permitted to play. In some embodiments, when theplayer selects the game play interface B137, a signal is transmittedfrom the PGD B24 to the remote game server B28 instructing the gameserver B28 that the player wishes to play a game. In response, the gameserver B28 may send the latest game menu to the PGD B24 for display. Inthis arrangement, the menu of games which is available may becontinuously updated at one or more central locations (such as theserver B28) instead of at each PGD B24.

If the system B20 permits the player to select a game from a menu ofgames, then the method includes the step of the player selecting aparticular game to be played. Once a game is selected, or if only asingle game option is provided, then game play begins. In someembodiments, the game server B28 transmits data to the PGD B24 for useby the PGD B24 in presenting the game, such as video and audio content.

In some embodiments, in a step B412 a player is required to place a betor ante to participate in a game. In some embodiments, the player mayplace the bet or ante using the EZ pay system. As stated above, theplayer preferably establishes entitlement to use the PGD B24 with an EZpay ticket or other entitlement, which ticket demonstrates that theplayer has monies or credits on account which may be used to pay forgoods and services. These services include game play services.

In some embodiments, when the player establishes entitlement to use thePGD B24, the value of the player's credits or monies are displayed tothe player so that the player is visually reminded of these amounts.When a player begins play of a game, the player may input a bet and antewhich is no more than the value of the credits or monies which theplayer has on account. Once a player has placed a bet or ante, thatinformation is transmitted to the EZ pay server B26 and is deducted fromthe player's account. A new credit value is then displayed at the PGDB24 to the player.

In various embodiments, a player may provide credit for a bet or ante inother manners. For example, a player may swipe a credit card through thecard reader B140 in order to provide the necessary credit for the bet orante.

In a step B414, the player is then permitted to engage in the game. Insome embodiments, game play comprises the game server B28 executing gamecode and transmitting information to the PGD B24 for presenting certainaspects of the game to the player. When necessary, the player ispermitted to provide input, and the input data is transmitted from thePGD B24 to the game server B28.

As one example of a game, the game may comprise video poker. In thisembodiment, the game server B28 executes code for randomly generating orselecting five cards. Data representing video images of the cards istransmitted to the PGD B24, where the images of the five dealt cards aredisplayed on the display screen B102.

The instruction “draw” or “stay” may be displayed to the player. At thattime, the player may select one or more of the cards to hold or replace.In the event the player elects to replace any card, that instruction istransmitted to the game server B28 which then randomly generates orselects replacement cards. The replacement card data is transmitted tothe PGD B24 and images of the replacement cards are displayed.

In the event the hand of five cards (including any replacement cards) isdetermined by the game server B28 to comprise a predetermined winninghand, then the player may be paid a winning amount. If not, then theplayer loses his bet or ante. This step comprises step B416 of themethod, that of determining the outcome of the game.

If the outcome is a winning outcome, then the player may be paid awinning by crediting the player's account through the EZ pay server B26.In that event, the player's credits value as displayed is updated toreflect the player's winnings.

A player may then elect to play the game again, play a different game,or select one or more other services offered. In some embodiments, a“return to main menu” button or the like may be displayed to the playerat all times, permitting the player to return to a display including thevarious interfaces B106.

In some embodiments, when the player has completed use of the PGD B24,the player returns the PGD B24 to the gaming operator. For example, theplayer may return the PGD B24 to a cashier cage or a game serviceoperator. In various embodiments, the game service operator or otherparty then issues the player a ticket for any credit or value whichremains in the player's account. The PGD B24 may then be deactivated sothat it readied for use by another player. In some embodiments, the PGDB24 may be deactivated by turning its power off. In some embodiments, a“logout” interface or option may be provided which causes the PGD B24 toreturn to a default state seeking the login of a player or user.

The PGD B24 may be used by a game service operator. Several examples ofa method of such use are detailed below in conjunction with FIGS. 8 and9.

When a game service representative contacts a game player seeking a gameservice in the game playing area B70 (see FIG. 8), the game servicerepresentative uses an appropriate game service interface on the displayscreen of the PGD B24, as described with reference to FIG. 10, toprovide the game service requested by the game player. For example, whena game player requests an EZ pay ticket validation, the game servicerepresentative brings the EZ pay ticket validation interface onto thedisplay screen of the PGD B24 using menus available on the displayscreen B102. Then, the game service representative scans the EZ payticket using a ticket reader connected to the PGD B24 to obtain uniqueticket information. Next, the PGD B24 sends an EZ pay ticket validationrequest using the wire-less communication interface to the EZ pay serverB26.

In various embodiments, the ticket validation request is composed of oneor more information packets compatible with the wire-less communicationstandard being employed. Using a wireless link B72, the one or moreinformation packets containing the ticket validation request are sent tothe transceiver B62 connected to the EZ pay server. The transceiver B62is designed to receive and send messages from the one or more PGDs B24in the game playing area B70 in a communication format used by the PGDs.Depending on the location of the PGD B24 in the game playing area B70,the communication path for the information packets to and from the PGDB24 may be through one or more wire-less communication relays includingB58 and B60. For example, when the PGD B24 is located near gamingmachine B22 a, the communication path for a message from the PGD B24 tothe EZ pay server B26 may be from the PGD B24 to the relay B60, from therelay B60 to the relay B58, from the relay B58 to the transceiver B62and from the transceiver B62 to the EZ pay server B26. As the locationof the PGD B24 changes in the game playing area B70, the communicationpath between the PGD B24 and the EZ pay server B26 may change.

After receiving an EZ pay ticket validation reply from the EZ pay serverB26, the EZ pay ticket may be validated using an appropriate displayscreen on the PGD B24. After cashing out the ticket, the game servicerepresentative may send a confirmation of the transaction to the EZ payserver B26 using the PGD B24. The transaction history for the PGD B24may be stored on the PGD B24 as well as the EZ pay server B26. Next, areceipt for the transaction may be printed out. The receipt may begenerated from a portable printer carried by the game serverrepresentative ad connected to the PGD B24 in some manner or the receiptmay be generated from a printer B56 at a fixed location.

After providing a number of game services comprising a number of gameservice transactions to different game players in the game playing areaB70 using the PGD B24, a game service representative may log-off of thePGD B24 and return it to location for secure storage. For example, atthe end of a shift, the game service representative may check the PGDB24 at some of the locations, the device is unassigned to the particulargame service representative and then may be assigned to another gameservice representative. However, before the PGD B24 is assigned toanother game service representative, the transaction history stored onthe PGD B24 may be reconciled with a separate transaction history storedon a transaction server such as the EZ pay server B26.

The assigning and unassigning of the PGD B24 to a game servicerepresentative and the transaction reconciliation are performed forsecurity and auditing purposes. Another security measure which may beused on the PGD B24 is a fixed connection time between the PGD B24 and atransaction server. For example, after the PGD B24 has been assigned toa game service representative and the game service representative haslogged on the PGD B24, the PGD B24 may establish a connection with oneor more transaction servers including the EZ pay server B26, a serverB28, a server B30, or a server B32. The connection between a transactionserver and the PGD B24 allows the PGD B24 to send information to thetransaction server and receive information from the transaction server.The length of this connection may be fixed such that after a certainamount of time the connection between the PGD B24 and the transactionserver is automatically terminated. To reconnect to the transactionserver, the login and registration process must be repeated on the PGDB24.

A transaction server may provide one or more game service transactions.However, the PGD B24 may connect with multiple transaction servers toobtain different game service transactions. For example, server B30 maybe a prize transaction server allowing prize service transactions andserver B415 may be a food transaction server allowing food servicetransactions. When a game service representative receives a prizeservice request from a game player, the PGD B24 may be used to contactthe prize transaction server B30 using a wire-less communication linkbetween the PGD B24 and a transceiver B64 connected to the prizetransaction server B30. Similarly, when a game service representativereceives a food service request from a game player, the PGD B24 may beused to contact the food transaction server B32 using a wire-lesscommunication link between the PGD B24 and a transceiver B66 connectedto the food transaction server B32.

The different transaction servers including the servers B26, B28, B30,B32 may be on separate networks or linked in some manner. For example,server B32 is connected to network B74, server B26 is connected tonetwork B38, server B30 is connected to network B76, and server B28 isconnected to network B78. In this embodiment, a network link B80 existsbetween network B76 and network B38. Thus, server B26 may communicatewith server B30 via the network link B80. A communication link betweendifferent servers may allow the servers to share game servicetransaction information and allow different communication paths betweenthe PGDs and the transaction servers. Likewise, a network link B82exists between network B78 and network B38, permitting the game serverto communicate with the EZ pay server B26.

FIG. 12 is a flow chart depicting a method for providing a game serviceusing a hand-held device. In step B500, a game service representativereceives the PGD B24 and logs in to the device to assign the device. Thecheck out process and assign process are for security and auditingpurposes. In a step B505, the game service representative contacts agame player in the game playing area requesting a game service of sometype. In a step B510, the game service representative selects anappropriate interface on the PGD B24 using menus on the display screenB102 of the PGD that allow the game service representative to provide arequested game service. In a step B515, the game service representativeinputs game service transaction information required to perform a gameservice transaction. For example, to validate an award ticket, the gameservice representative may read information from the ticket using aticket reader. As another example, to provide a food service includingdinner reservation, the game service representative may enter a gameplayer's name to make the reservation.

In a step B520, the transaction information obtained in step B515 isvalidated as required. For example, when a player attempts to cash outan award ticket, the information from the award is validated to ensurethe ticket is both genuine (e.g. the ticket may be counterfeit) and hasnot already been validated. The validation process requires a number oftransfers of information packets between the PGD B24 and the transactionserver. The details of the validation process for an award ticketvalidation are described with reference to FIG. 13. When the transactioninformation is valid, in a step B522, a game service transaction isprovided. For example, a room reservation may be made for a playerrequesting an accommodation service. A confirmation of the game servicetransaction may be sent to the transaction server for transactionreconciliation in a step B545. In one or more embodiments, the methodmay include the step of generating a receipt regarding the game servicetransaction.

In a step B535, after providing the service, a game player may requestanother game service. When a game player requests an additional gameservice, the game service representative returns to step B510 andselects an appropriate interface for the game service. When a gameplayer does not request an additional service and it is not the end of ashift, in a step B530, the game service representative returns to stepB505 and contacts a new game player. In a step B540, when a shift hasended, the game service representative logs out of the PGD B24 andchecks the device at a secure location so that the PGD may be assignedto a different game service representative. In step B545, before the PGDB24 is assigned to a different game service representative, atransaction history reconciliation is performed to ensure that thetransaction history stored on the PGD is consistent with thetransactions previously confirmed with a transaction server during thegame service representative's shift. The transaction history on the PGDB24 may be stored on a removable memory storage device on the PGD. Thus,the memory may be removed from the device for transaction reconciliationand replaced with a new memory. Thus, the device with the new memory maybe assigned to a new game service representative while the transactionhistory from the previous game service representative assigned to thedevice is reconciled.

FIG. 13 is a flow chart depicting a method for validating informationfor providing a personal game service. In the embodiment shown in thefigure, a ticket is validated in a manner consistent with an EZ payticket system. The EZ pay ticket is usually used for award tickets.However, the system may be adapted to provide tickets for other servicesinclude food services, prize services or accommodation services. In astep B600, a request for game service transaction information read froma ticket is sent via a wire-less communication interface on the PGD B24to the appropriate transaction server as described with reference toFIG. 8. In a step B605, the server identifies which clerk validationticket (CVT) B34,B36 owns the ticket. When a CVT owns a ticket, the CVThas stored information regarding the status of a particular ticketissued from a gaming machine connected to the CVT B34,B36. In a stepB610, the server sends a request to pay the ticket to the CVT identifiedas the owner of the ticket. Typically, the pay request indicated aservice on the ticket has been requested. For a cash ticket, a payrequest means a request to cash out the ticket has been made. For a freemeal, a pay request means a request to obtain the meal has been made. Ina step B615, the CVT receives the pay request for the ticket and marksthe ticket pending. While the ticket is pending, any attempts tovalidate a ticket with similar information is blocked by the CVT.

In a step B620, the CVT B34,B36 sends back a reply with contextinformation to the server. As an example, the context information may bethe time and place when the ticket was issued. The information from theCVT to the server may be sent as one or more data packets according to acommunication standard shared by the CVT and server. In a step B625,after receiving the validation reply from the CVT, the server marks thepay request pending and sends a pay order to the PGD B24. While the payrequest is pending, the server will not allow another ticket with thesame information as the ticket with the pay request pending to bevalidated.

In a step B630, the game service representative may choose to accept orreject the pay order form the server. When the game servicerepresentative accepts the pay order from the server, in a step B640,the PGD B24 sends a reply to the transaction server confirming that thetransaction has been performed. The transaction server marks the requestpaid which prevents another ticket with identical information from beingvalidated. In a step B645, the server sends a confirmation to the CVTwhich allows the CVT to mark the request from pending to paid. When thegame service representative rejects the pay order from the server, in astep B650, the PGD B24 sends a reply to the server to mark the payrequest from pending to unpaid. When the ticket is marked unpaid, it maybe validated by another PGD B24 or other validation device. In a stepB655, the server sends the reply to the CVT to mark the pay request frompending to unpaid which allows the ticket to be validated.

In one or more embodiments of the invention, a ticket may be used toprovide credit/value for establishing entitlement to a service or agood, such as the right to play a game or obtain food. The PGD B24 mayinclude a card reader B140. In such an arrangement, a user of the PGDB24 may use a credit card or other magnetic stripe type card forproviding credit/value. In various embodiments, the PGD B24 may includeone or more other types of devices for obtaining/receiving information,such as a smart card reader. In such arrangements, the PGD B24 devicemay read information from the credit card, smart card or other device.These cards may comprise the well known credit or debit cards. Thisinformation may be used to provide the credit/value. In the example of acredit card, the user's account information may be read from the cardand transmitted from the PGD B24 to the controller B42. Creditcard/credit validation information may be associated with a credit cardserver (not shown). This credit card server may be associated with abank or other entity remote from the casino or place of use of the PGDB24 and the controller B42. A communication link may be provided betweenthe controller B42 and remote server for sending credit card informationthere over.

In some embodiments, when a player utilizes a smart card or credit cardthe amount of associated credit or value may be transmitted to the EZPay server B26, and then the credited amount may be treated in exactlythe same manner as if the credit/value had been provided by a ticket.When a player wishes to cash out, the EZ Pay server B26 has a record ofthe original amount credited and the amounts of any awards, losses orpayments, and may then issue the player a ticket representing the user'stotal credit.

In accordance with the invention, a gaming system is provided whichincludes one or more portable gaming devices. The portable gamingdevices permit a player to play one or more games at a variety oflocations, such as a hotel room, restaurant or other location. Theselocations may be remote from traditional gaming areas wherefree-standing, generally stationary gaming machines are located.

In one or more embodiments, a player may use the portable gaming deviceto not only play games, but obtain other products and services. Inaddition, in one or more embodiments, the portable gaming device may beused by game service representatives to perform a variety of functionsand provide a variety of services to a player.

It should be understood that the foregoing descriptions encompass butsome of the implementation technologies that may be used, according tovarious embodiments. Other technologies may be used and arecontemplated, according to various embodiments. Various embodiments maybe performed using any suitable technology, either a technologycurrently existing or a technology which has yet to be developed.

Wireless Interactive System

According to various embodiments, a wireless interactive gaming systemincludes one or more wireless gaming devices, a receiver, and a centralprocessor. The wireless interactive gaming system may also include aterminal which is in communication with the central processor.

In a gaming environment that employs a wireless interactive gamingsystem, a player receives a wireless gaming device from a game officialwho represents a gaming establishment or the “house”. The wirelessgaming device is capable of receiving wager information as commandsentered by the player and transmitting the received wager informationalong with identification information to the receiver by wirelesstransmission.

The wireless interactive gaming system may support a number of wirelessgaming devices within one gaming establishment. The range for thewireless transmission from a wireless gaming device may be up to 100feet.

According to various embodiments, a player inputs information into awireless gaming device, e.g., by pressing push buttons or keys on thedevice. The wireless gaming device may include any number, e.g. from 5to 20, of buttons in a keypad-type arrangement. Buttons may be markedwith the digits 0 through 9 and may also include a “$” (dollar sign) keyand an “enter” key, so that the player may easily input wagerinformation. In various embodiments, the wireless gaming device includesat least eight player selection buttons (e.g., digits) and at least fivespecial function buttons, (e.g., to request the player's balance). Invarious embodiments, the player can input some or all of the wagerinformation into the wireless gaming device by swiping a smart card,which contains a microprocessor chip or a magnetic stripe with encodedinformation, through a smart card reader on the wireless gaming device.

In various embodiments, the wireless gaming device may include anidentifier. The identifier may be, e.g., a series of alphanumericcharacters, a bar code, or a magnetic stripe affixed to the device. Invarious embodiments, the identifier may be a digital code stored in asecure memory, e.g., an electronically erasable programmable read onlymemory (EEPROM). The identifier may thus be readable directly by thegame official if it is a series of alphanumeric characters, or it may beread automatically by a bar code reader or a magnetic stripe reader. Invarious embodiments, the identifier may be programmed in EEPROM or readfrom EEPROM through an RS-232 port, which may be directly connected toencoder and decoder circuitry in a terminal.

A wireless gaming device may store an encryption key. The encryption keymay be used to encrypt information that is transmitted to the receiverfrom the device. Encryption of the information transmitted to thereceiver may limits tampering with the wireless gaming device and mayprevent unauthorized or counterfeit devices from being used with thesystem.

In various embodiments, the encryption key may be stored in the EEPROM.The EEPROM may have the advantage of being a memory device which isdifficult to access if the appropriate encoding circuitry is notavailable. Thus, it is contemplated that the encoding circuitry thatdownloads the encryption key into the device may be securely held by thegame official.

Alternately, the encryption key stored in the EEPROM may be updated andchanged for each player who receives a wireless gaming device bydirectly connecting the device to encoding and decoding circuitry in theterminal through a port at the time the wireless gaming device isdelivered to the player. Moreover, other digital information related tothe game being played may be downloaded from the terminal to the EEPROMthrough a direct connection with the wireless gaming device.

In various embodiments, a microprocessor controls the operation of awireless gaming device. The microprocessor receives digital wagerinformation entered by the player using buttons or keys of the wirelessgaming device. The microprocessor stores an identification codeassociated with the wireless gaming device that is a digital equivalentof the identifier of the wireless gaming device. The microprocessor alsoexecutes software applications for encrypting the identification codeand the player's wager information for transmission to the receiver. Thesoftware contains an algorithm that encrypts a data packet including theidentification code and wager information using the encryption key.

In various embodiments, a wireless gaming device has a unique address,i.e. identification code, for communications with the receiver andstores a player identification that is programmed into the device by thecentral processor. The wireless gaming device may include a wager amountregister, which is maintained and updated using the keys on the device.The value stored in the wager amount register may be included intransmissions from the device to the central processor.

The value of the wager amount register may default to a predeterminedvalue, e.g. $1, when the device is initialized, and can be furtheradjusted by the player. The wireless gaming device may also include anaccount balance register, which is maintained in the device and isupdated by the central processor periodically. The value of the accountbalance register should default to $0 when the device is initialized.

The wireless gaming device may include player function keys. The playerfunction keys may be used to accomplish the following functions:

-   1. Transmit a message to the receiver;-   2. Request account balance information;-   3. Adjust the state of the device;-   4. Affect the data to be sent in the next transmitted message;-   5. Increment the wager amount register by a predetermined amount,    e.g., $10, $5 or $1;-   6. Reset the wager amount register to the default value, e.g., $1.

The firmware of the wireless gaming device may only allow for one pressof buttons or keys every 100 ms. In various embodiments, key presses arenot queued; thus, when a key press message is queued to be sent, noother player input is accepted until the queued message has been sent.

The wireless gaming device may include a transmitter. The transmittermay receive encrypted digital information from the microprocessor andconvert it to a signal for wireless transmission to the receiver. Thetransmitter transmits signals wirelessly, e.g., using radio frequencysignals or infrared signals. Communications between the receiver and thewireless gaming device may be asynchronous at 2400 bits per second.

The wireless gaming device may include an identifying circuit thatdrives the transmitter to periodically send an identification signal tothe receiver. The use of the identifying circuit permits the receiverand the central processor to be assured that the wireless gaming deviceis still active, functioning and present in the gaming establishment.Thus, if the wireless gaming device were removed from the gamingestablishment, the receiver and central processor would no longerreceive and detect the periodic identification signal sent by theidentifying circuit and the transmitter, and the game official may bealerted that the wireless gaming device has been removed from the gamingestablishment.

The wireless gaming device may contain a real-time clock that permitsthe microprocessor to monitor the current time and date. The clock mayconsist of a timing circuit. The microprocessor can use the time anddate information obtained from clock to perform calculations and otherfunctions based on the current time and date.

The wireless gaming device may also include a tag, such as an electronicor magnetic component, which activates an alarm when passed through asensing apparatus located at the entrance and/or exit of the gamingestablishment. Activation of the alarm by passing the wireless gamingdevice with the tag through the sensing apparatus notifies the gameofficial of an attempted removal of the wireless gaming device from thegaming establishment.

The wireless gaming device may be powered by a battery source containedwithin the device. A portable power source such as battery sourcepermits extended cordless operation of the wireless gaming devicethroughout a gaming environment. The battery source may be part of aremovable, rechargeable battery pack that allows the device to berecharged when it is not in use.

In some embodiments, the wireless gaming device displays informationsuch as game information on a device display, such as a liquid crystaldisplay (LCD) with a back-light. The LCD can be used to display thevalues stored in the wager amount register and in the account balanceregister. The wireless gaming device may include a display receiverwhich receives digital information transmitted from the receiver or fromthe central processor.

The device may also include a bicolor light emitting diode (LED). Thebicolor LED is capable of displaying at least two colors, e.g., red andgreen. The green light may flash each time the wireless gaming devicesends a transmission to the receiver, for a period of time to ensurethat it is visible to the player. The red light may illuminate when akey is pressed on the wireless gaming device, and remain lit until thetransmission is received by the receiver; no additional key entry willbe enabled when the red light is lit. The wireless gaming device mayalso include additional light emitting diodes, for example to indicatewhen the account balance register is being updated and the balanceinformation is being displayed on the LCD.

The receiver is capable of receiving signals transmitted from thetransmitter in the wireless gaming device. The receiver contains adecoder, which converts the received signals, e.g., into digitalinformation. This digital information contains at least theidentification code of the wireless gaming device and the player's wagerinformation. The receiver sends the digital information obtained by thedecoder to the central processor. Communications between the centralprocessor and the receiver may be by an RS-232 electrical interface dataserial communications link, with communications being asynchronous ateither 9600 or 19,200 bytes per second, in various embodiments.

The receiver may receive signals from many wireless devices eithersimultaneously or in rapid succession, e.g., using multiplexingtechniques, so that many players can place wagers using their wirelessgaming devices during a short time interval. The receiver differentiatessignals received from the various devices by the identification codeswhich are present in the signals received by the receiver.

The central processor receives the identification code of a wirelessgaming device and the player's wager information from the receiver. Thecentral processor also decrypts this information using the encryptionkey. The central processor is capable of receiving data from multiplewireless gaming devices in an apparently simultaneous manner.

In various embodiments, an account for the player is stored in adatabase of the central processor. The database stores the monetaryvalue of the balance of the account associated with the identifier ofthe wireless gaming device.

The central processor manages the player's account in the database basedon signals received from the player's wireless gaming device as theplayer places wagers and when prizes are awarded during play of thegame. The central processor subtracts money from the player's accountbalance when the player places a wager. The player's account balance maybe automatically increased by the central processor when the player winsa game on which he has placed a wager.

The central processor also stores and is capable of executing softwareapplications containing algorithms to calculate players' accountbalances, wagers, and winnings. The central processor should be able toexecute all of the algorithms which define the actions performed on theplayers' accounts during the progress of the game, as wagers areentered, as winnings paid out, and when funds are added to the players'accounts.

Algorithms in the software in the central processor may also calculateodds and payouts for certain games, such as lottery-type games, duringplay of the game. The odds and payouts at a particular point in time maydepend on the characteristics of the game being conducted by the centralprocessor, and may change as the game progresses. These algorithms maybe executed by the central processor to provide exact calculations ofthe odds of specific game events occurring and the associated prizes fora player's correctly predicting the occurrence of one of those events.The algorithms may be executed continuously, so that real-time odds andpayout can be calculated as the game progresses.

The central processor may perform various actions on players' accounts,resulting in various impacts on the accounts. For example, if the playerwins a game, his account is credited for the payout based on his wager.If the player places a wager using the wireless gaming device, hisaccount is debited by the amount of the wager. If the game officialreceives additional funds from the player, the balance of the player'saccount is credited by the amount of the funds. If the game officialcloses the player's account and disburses funds to him, the balance ofthe player's account is debited by the amount disbursed.

The central processor may be located in the gaming establishment thathouses the receiver. In various embodiments, the central processor maybe located remotely from the receiver, communicating with the receivervia electronic digital telephone communication or wireless transmission,such as a serial communication link. Additionally, the central processormay perform a multitude of functions for various receivers in a varietyof gaming environments.

In some embodiments, communication among the central processor, thereceiver, and the wireless gaming device involves a polling scheme.Polling enables many wireless gaming devices to communicate with areceiver without interference between them. Such a polling scheme mayinclude the transmission of digital signals in the form of strings ofhexadecimal characters. Preferably, all communications between thecentral processor, the receiver and the wireless gaming device areencrypted.

In such a polling scheme, hexadecimal characters may be reserved forspecific control protocols. For example, an attention character is aheader character used to begin all transmissions from the centralprocessor to the receiver, and serves to delineate messages andsynchronize the receipt of messages in the receiver. The same functionis implied when the attention character follows in response to a messagetransmission. An acknowledgement character is another header characterwhich provides acknowledgement to the transmitting device that theprevious message's data has been received and verified. Theacknowledgement character can also function as an attention character tobegin a subsequent message. An end of message character is used toindicate the end of a transmission. Also, a complement next bytecharacter allows for use of reserved protocol characters within a normaltransmission message by avoiding a false control signal when a messagedata byte matches one of the control characters. When a message bytethat needs to be sent matches one of the protocol control characters,the complement next byte character is sent, followed by the one'scomplement of the matching message byte.

Verification of received data may be accomplished using a single bytechecksum of the message information. This checksum may be the one'scomplement of the sum of the original message data, not including theheader character. If the checksum results in a value equal to one of theprotocol control characters, it will be treated in accordance with thefunction of the complement next byte character.

In the polling scheme described above, there are three different modesof communication over the link between the central processor and thereceiver. First, the central processor may send messages intended forthe receiver. Second, the central processor may send messages intendedfor the wireless gaming device. Third, the wireless gaming device maysend messages intended for the central processor. In variousembodiments, messages sent by the central processor may be in the formof a character string formatted with a header character, followed by theidentification code of the intended device, the command or message, anend of message character, and a checksum character. Messages received bythe receiver or the wireless gaming device may be acknowledged bytransmission of an acknowledgement character, but the central processorneed not acknowledge messages sent from the wireless gaming devices.Messages sent by the central processor to be received by the wirelessgaming device may be broadcast to all of the wireless gaming devices. Adevice address may be reserved as a broadcast address for all of thewireless gaming devices, and all devices will receive messages sent tothis address; in this case, no acknowledgement need be returned from anyof the wireless gaming devices.

Each command or message may begin with a command code to signal how theinformation contained in the message is to be used. Command codes formessages sent by the central processor to the receiver and the wirelessgaming device include the following:

-   1. Send a device address list to the receiver;-   2. Send account balance information to the addressed device;-   3. Send command to disable the addressed device;-   4. Send command to enable the addressed device.

In various embodiments, messages sent between the receiver and thewireless gaming device may be in the form of a character stringformatted with a header character, followed by the identification codeof the intended device, the current wager amount, the request, commandor data, an end of message character, and a checksum character. Commandcodes for requests, commands and data sent between the receiver and thewireless gaming device include the following:

-   1. Read user identification;-   2. Read device address;-   3. Read balance register;-   4. Read wager amount register;-   5. Provide device status;-   6. Write user identification;-   7. Write device address;-   8. Write balance register;-   9. Write wager amount;-   10. Perform self test.

These command codes may be used to program the device addresses and useridentification information into the wireless gaming devices, as well asto initialize the device to the default state, i.e., the player'saccount balance of $0. The account balance register and the useridentification may each comprise two characters, the least significantbyte and the most significant byte, allowing for the use a greater rangeof numbers for these values.

Various embodiments include methods by which the central processorcommunicates with a wireless gaming device. The central processortransmits a string of hexadecimal characters, including, e.g., a headercharacter, followed by the device's identification code, followed by arequest, command or data, followed by an end of message character,followed by a checksum character. After the central processor transmitsthe character string, the wireless gaming device receives the string,recognizes its identification code, and executes any instructions in thestring. When the central processor sends an instruction to all wirelessgaming devices simultaneously, all currently active devices receive andexecute the instruction. The wireless gaming device does not send anacknowledgement message to the central processor, although the receivermay receive a transmission from the wireless gaming device that theinstruction was received properly. The central processor alsocommunicates with the receiver in a similar manner, except that thereceiver may send an acknowledgement message to the central processorwhich includes the acknowledgement control protocol character.

Similarly, the wireless gaming device communicates with the receiver andthe central processor using, e.g., hexadecimal character strings. Thereceiver regularly and periodically polls the active wireless gamingdevice for information requests or wagering requests. If the player hasentered a request into the wireless gaming device since the last timethe wireless gaming device was polled, then the player's request will betransmitted to the receiver.

Various embodiments include methods by which the wireless gaming devicereceives and relays player requests to the central processor. First, theplayer enters a request into the wireless gaming device using buttons orkeys. The player then presses a button labeled, e.g., “enter” or “send,”instructing the wireless gaming device to send the request the next timethe receiver polls the wireless gaming device. When this button has beenpressed, the red light of the bicolor LED is illuminated, therebyinforming the player that the request is waiting to be sent. The requestis converted into a hexadecimal character string, including, e.g., aheader character, an identification code (or, alternatively, a separateidentification string reserved for a specific player), the current wageramount, the player's request (e.g., to change the wager amount or tosend a balance update), an end of message character, and a checksumcharacter. The next time the receiver polls the device, the transmitterof the device transmits the character string to the receiver. When thewireless gaming device is polled by the receiver, the green light ofbicolor LED flashes, informing the player that the request has beentransmitted. The receiver receives the request string, and transmits thestring to the central processor. The central processor then acts on theplayer's request.

Using the terminal, the game official may process wagering transactionsand distribute wireless gaming devices. In various embodiments, theterminal may include a bar code reader and/or a magnetic stripe readerfor rapid entry of the identifier of a wireless gaming device prior todelivering the wireless gaming device to the player. Reading devicesprovide information in the form of digital data to the terminal. Theterminal includes a keyboard by which the game official can manuallyenter data to be sent to the central processor. Using either readingdevice, the keyboard, or a combination of these, the game officialcommunicates with the central processor to establish a player's account,increase the balance of the account when the player tenders funds to thegame official, and decrease the balance of the account when the playerseeks to collect the cash value of his account balance.

The player establishes a balance of the account associated with hiswireless gaming device, identified by an identifier, when he receivesthe wireless gaming device from the game official. The player mayincrease the monetary value of the balance of the account by payingadditional funds, in the form of cash or credit, to the game official,who accesses the account stored in the central processor through theterminal to increase the balance of the account.

The wireless gaming device is returned to the game official after theplayer has played one or more games. The readers may be used to read theidentifier for closing out the player's account stored in the databaseof the central processor. The terminal includes a terminal display whichnotifies the game official of the balance of the player's account, sothat the player may be paid the cash value of the remaining balance ofhis account.

In some embodiments, an account status display device is located in thegaming establishment to display players' account information. In variousembodiments, the display device may be, e.g., a liquid crystal displayor a cathode ray tube display. The display device is controlled by thecentral processor, which sends information to the display device fordisplay to the players.

A player may look at the display device to confirm that wagerstransmitted from the wireless gaming device were received by thereceiver and sent to the central processor, to determine the monetarybalance of the player's account, and to verify that the player'swinnings have been credited to his account. The display device displayskey information necessary for a player to participate in a game. Theinformation displayed for each player may include the account number,the player's account balance, the player's last wager, and the player'slast prize award or win.

The display device is divided into specific areas, e.g., a display area,each area showing the account information for one player. The size ofthe display area may be determined by the size of the display device andthe number of players who possess wireless display devices. It iscontemplated that only active accounts will be displayed on the displaydevice. If additional display devices are required to display theinformation concerning a large number of accounts, the central processormay be configured to drive multiple similar display devices.

The display device may also be used to display the odds and payouts forgame wagers. Alternately, a separate display device driven by thecentral processor may be used to display the odds and payoutinformation. Further, the odds and payouts may be displayed on thedevice display 21.

Procedures for using the wireless interactive gaming system, accordingto some embodiments, are now described. In some embodiments, a playertenders money in the form of cash or credit, e.g., $100, to a gameofficial in the gaming establishment to establish an account. The gameofficial chooses a wireless gaming device and uses, e.g., the bar codereader on the terminal to enter the identifier of the wireless gamingdevice into the terminal. The game official also inputs the amount ofmoney tendered, i.e. $100, into the terminal via keyboard. The gameofficial hands the wireless gaming device to the player and tells theplayer that his account is, e.g., Account No. 12. Alternately, theplayer may identify his account number directly from the identifier onthe wireless gaming device. The information entered by the game officialinto the terminal is sent to the central processor, which establishes anaccount record for the player in the database.

For this example, the central processor may be conducting a racing gamein which players choose a winning racing element on which to place awager for the next racing game to be displayed in the gamingestablishment. To place a wager, the player presses buttons on thewireless gaming device.

In some embodiments, the player first presses the button thatcorresponds to the number assigned to the racing element that hechooses, e.g., “3”, and then the wager amount, e.g., “$” and “5”, for a$5 wager. The player then presses the “enter” key to transmit his wagerto the central processor.

In an alternate embodiment, the game may be simplified so that allwagers are placed for a fixed amount, e.g., $1, by pressing a singlebutton on the wireless gaming device. By pressing the button thatcorresponds to the number assigned to the chosen racing element, e.g.,“3”, the player places a $1 bet on racing element number 3. The playercan then place a larger wager on racing element number 3, by pressingthe “3” button the number of times corresponding to the number of $1bets he desires to make, e.g., by pressing “3” five times to wager $5 onracing element number 3.

Each time the player enters a wager, the wireless gaming device forms adata packet containing the player's wager information and theidentification code of the wireless gaming device. The data packet isencrypted and transmitted by the transmitter via wireless communication.

The decoder in the receiver receives the encrypted data packettransmitted by the transmitter. The encrypted data packet is sent to thecentral processor, where it is decrypted. The central processor uses theinformation it has obtained to update the player's account in thedatabase by subtracting the wagered amount from the player's accountbalance and registers the player's wager on the game.

After the game has been played, the central processor awards prizes towinning players based on the wagers they have made and the oddsassociated with the winning outcome of the game. If the player inpossession of the wireless gaming device is a winner, the centralcomputer updates the player's account in the database by adding themonetary amount of the prize to the player's account balance. Otherwise,the player's account remains unchanged.

When the player has finished playing games in the gaming establishment,he returns the wireless gaming device to the game official. The gameofficial again inputs the identifier of the wireless gaming device intothe terminal, e.g., by using the bar code reader of the terminal. Theterminal accesses the player's account information stored in thedatabase of the central processor to obtain the player's remainingaccount balance. The terminal display displays the player's remainingaccount balance to the game official, who then tenders the monetaryvalue of that amount to the player. The account is closed, and thetransaction is recorded in the central processor.

It should be understood that the foregoing descriptions encompass butsome of the implementation technologies that may be used, according tovarious embodiments. Other technologies may be used and arecontemplated, according to various embodiments. Various embodiments maybe performed using any suitable technology, either a technologycurrently existing or a technology which has yet to be developed.

Hand-Held Wireless Game Player

Various embodiments include a hand-held wireless game player for playinga game of chance. The hand-held wireless game player may be generallycharacterized as including: 1) a wire-less communication interface; 2) adisplay screen; 3) one or more input mechanisms; and 4) a microprocessorconfigured i) to present the game of chance on the display screen usingoperating instructions received via the wireless communication interfacefrom a master gaming controller located on a gaming machine and ii) tosend information from input signals generated from the one or more inputmechanisms to the master gaming controller via the wire-lesscommunication interface. The wireless game player may be played in aplurality of venue locations physically separate from the location ofthe gaming machine where the plurality of venue locations are selectedfrom the group consisting of a keno parlor, a bingo parlor, arestaurant, a sports book, a bar, a hotel, a pool area and a casinofloor area. The game of chance played on the wireless game player may beselected from the group consisting of slot games, poker, pachinko,multiple hand poker games, pai-gow poker, black jack, keno, bingo,roulette, craps and a card game. Other games are also contemplated, invarious embodiments.

In various embodiments, the wireless communication interface may use awireless communication protocol selected from the group consisting ofIEEE 802.11a, IEEE 802.11b, IEEE 802.11x, hyperlan/2, Bluetooth, andHomeRF. The wireless game player may also comprise a wire networkinterface for connecting the wireless game player to a wire networkaccess point. In addition, the wireless game player may also comprise aperipheral interface for connecting to a peripheral gaming device wherethe peripheral interface is a serial interface, a parallel interface, aUSB interface, a FireWire interface, an IEEE 1394 interface. Theperipheral gaming device may be a printer, a card reader, a hard driveand a CD-DVD drive.

In various embodiments, the one or more inputs mechanisms on thewireless game player may be selected from the group consisting of atouch screen, an input switch, an input button and biometric inputdevice where the biometric input device may be a finger print reader.The wireless game player may also include a detachable memory interfacedesigned to receive a detachable memory where the detachable memory unitstores graphical programs for one or more games of chance played on thewireless game player. The wireless game player may also comprise one ormore of the following: 1) an audio output interface for receiving a headphone jack, 2) an antenna, 3) a sound projection device, 4) a battery,5) a power interface for supplying power to the wireless game playerfrom an external power source and for charging the battery from theexternal power source, 6) a memory unit where the memory unit may storegraphical programs for one or more games of chance played on thewireless game player, 7) an electronic key interface designed to receivean electronic key, and 8) a video graphics card for rendering images onthe display screen where the video graphics card may be used to render2-D graphics and 3-D graphics.

It should be understood that the foregoing descriptions encompass butsome of the implementation technologies that may be used, according tovarious embodiments. Other technologies may be used and arecontemplated, according to various embodiments. Various embodiments maybe performed using any suitable technology, either a technologycurrently existing or a technology which has yet to be developed.

The following are embodiments, not claims:

-   A. A method comprising:

receiving an indication of a price of an item to be purchased by aperson from a merchant;

receiving an indication of an amount tendered by the person;

determining an amount of change due to the person based on the price andbased on the amount tendered;

determining the rules of a game;

generating a third outcome of the game using a random number generator;

determining based on the rules whether the third outcome is winning orlosing;

authorizing, if the third outcome is winning, that the amount tenderedbe returned to the person and that the person be allowed to keep theitem; and

authorizing, if the third outcome is losing, that the amount tendered bekept by the merchant.

-   B. The method of embodiment A in which determining the rules of a    game includes determining the rules of a game in which the person    will bet the amount of change due for a chance to win the item,    wherein the rules specify a first outcome that is winning and a    second outcome that is losing;-   C. The method of embodiment A in which the indication of the amount    owed is received from a mobile gaming device.-   D. A method comprising:

receiving an indication of an item to be purchased by a person;

determining a purchase price for the item;

receiving an indication of an amount tendered by the person;

determining an amount of change due based on the purchase price and theamount tendered;

determining an outcome of a game in which the amount of change due hasbeen used as a bet in the game; and

authorizing, if the outcome is a winning outcome, that the personreceive the item and that the entire amount tendered be returned to theperson.

-   E. The method of embodiment D in which determining an amount of    change due includes determining a difference between the amount    tendered and the purchase price.-   F. The method of embodiment D in which the purchase price includes a    tax.-   G. The method of embodiment D in which determining the outcome of    the game includes generating the outcome of the game using a random    number generator.-   H. The method of embodiment D in which determining the outcome of    the game includes receiving from a mobile gaming device an    indication of the outcome of the game.-   I. The method of embodiment D in which determining the outcome of    the game includes receiving from a casino server an indication of    the outcome of the game.-   J. The method of embodiment D in which receiving an indication of an    amount tendered by the person includes receiving from a mobile    gaming device an indication of an amount tendered by the person.-   K. The method of embodiment D in which receiving an indication of an    amount tendered by the person includes receiving from a mobile    gaming device an indication of a number of gaming credits tendered    by the person.-   L. The method of embodiment D in which receiving an indication of an    amount tendered by the person includes receiving from a mobile    gaming device an indication of a number of credits tendered by the    person from a balance of credits dedicated to non-gaming activities.-   M. The method of embodiment D further including recording at least    one of: (a) the purchase price; (b) the amount tendered; (c) the    amount of change due; (d) the outcome of the game; (e) the    indication of the item to be purchased; (f) whether the amount    tendered was returned to the person; and (g) whether the amount    tendered was not returned to the person.-   N. A method comprising:

receiving an indication of an item to be purchased by a person;

determining a purchase price for the item;

determining a number of gaming credits whose aggregate value exceeds thepurchase price;

receiving an authorization from the person to use the number of gamingcredits to make the purchase;

determining an amount of change due based on the purchase price and theaggregate value;

determining an outcome of a game in which the amount of change due hasbeen used as a bet in the game;

displaying, if the outcome is a winning outcome, a message indicatingthat the item has been won without the necessity of payment; and

displaying, if the outcome is a losing outcome, a message indicatingthat the person has lost the amount of change due.

-   O. The method of embodiment N further including:

authorizing the deduction of the number of gaming credits from a creditbalance associated with the person; and

updating a display of the credit balance to reflect the reduced numberof gaming credits in the credit balance.

-   P. The method of embodiment N further including:

receiving, if the outcome is a winning outcome, an indication that thenumber of gaming credits is to be restored to the credit balanceassociated with the person; and

updating, if the outcome is a winning outcome, the display of the creditbalance to reflect the increased number gaming credits in the creditbalance.

-   Q. The method of embodiment N in which determining an outcome of the    game includes generating the outcome of the game using a random    number generator.-   R. The method of embodiment N in which determining an outcome of the    game includes receiving from a POS terminal an indication of the    outcome of the game.-   S. The method of embodiment N in which determining an outcome of the    game includes receiving from a casino server an indication of the    outcome of the game.    INCORPORATION BY REFERENCE

The following are incorporated by reference herein:

-   U.S. Pat. No. 6,676,522;-   U.S. Pat. No. 6,846,238;-   U.S. Pat. No. 6,702,672.    The following sections I-X provide a guide to interpreting the    present application.

I. TERMS

The term “product” means any machine, manufacture and/or composition ofmatter, unless expressly specified otherwise.

The term “process” means any process, algorithm, method or the like,unless expressly specified otherwise.

Each process (whether called a method, algorithm or otherwise)inherently includes one or more steps, and therefore all references to a“step” or “steps” of a process have an inherent antecedent basis in themere recitation of the term ‘process’ or a like term. Accordingly, anyreference in a claim to a ‘step’ or ‘steps’ of a process has sufficientantecedent basis.

The term “invention” and the like mean “the one or more inventionsdisclosed in this application”, unless expressly specified otherwise.

The terms “an embodiment”, “embodiment”, “embodiments”, “theembodiment”, “the embodiments”, “one or more embodiments”, “someembodiments”, “certain embodiments”, “one embodiment”, “anotherembodiment” and the like mean “one or more (but not all) embodiments ofthe disclosed invention(s)”, unless expressly specified otherwise.

The term “variation” of an invention means an embodiment of theinvention, unless expressly specified otherwise.

A reference to “another embodiment” in describing an embodiment does notimply that the referenced embodiment is mutually exclusive with anotherembodiment (e.g., an embodiment described before the referencedembodiment), unless expressly specified otherwise.

The terms “including”, “comprising” and variations thereof mean“including but not limited to”, unless expressly specified otherwise.

The terms “a”, “an” and “the” mean “one or more”, unless expresslyspecified otherwise.

The term “plurality” means “two or more”, unless expressly specifiedotherwise.

The term “herein” means “in the present application, including anythingwhich may be incorporated by reference”, unless expressly specifiedotherwise.

The phrase “at least one of”, when such phrase modifies a plurality ofthings (such as an enumerated list of things) means any combination ofone or more of those things, unless expressly specified otherwise. Forexample, the phrase “at least one of a widget, a car and a wheel” meanseither (i) a widget, (ii) a car, (iii) a wheel, (iv) a widget and a car,(v) a widget and a wheel, (vi) a car and a wheel, or (vii) a widget, acar and a wheel. The phrase “at least one of”, when such phrase modifiesa plurality of things does not mean “one of each of” the plurality ofthings.

Numerical terms such as “one”, “two”, etc. when used as cardinal numbersto indicate quantity of something (e.g., one widget, two widgets), meanthe quantity indicated by that numerical term, but do not mean at leastthe quantity indicated by that numerical term. For example, the phrase“one widget” does not mean “at least one widget”, and therefore thephrase “one widget” does not cover, e.g., two widgets.

The phrase “based on” does not mean “based only on”, unless expresslyspecified otherwise. In other words, the phrase “based on” describesboth “based only on” and “based at least on”. The phrase “based at leaston” is equivalent to the phrase “based at least in part on”.

The term “represent” and like terms are not exclusive, unless expresslyspecified otherwise. For example, the term “represents” do not mean“represents only”, unless expressly specified otherwise. In other words,the phrase “the data represents a credit card number” describes both“the data represents only a credit card number” and “the data representsa credit card number and the data also represents something else”.

The term “whereby” is used herein only to precede a clause or other setof words that express only the intended result, objective or consequenceof something that is previously and explicitly recited. Thus, when theterm “whereby” is used in a claim, the clause or other words that theterm “whereby” modifies do not establish specific further limitations ofthe claim or otherwise restricts the meaning or scope of the claim.

The term “e.g.” and like terms mean “for example”, and thus does notlimit the term or phrase it explains. For example, in the sentence “thecomputer sends data (e.g., instructions, a data structure) over theInternet”, the term “e.g.” explains that “instructions” are an exampleof “data” that the computer may send over the Internet, and alsoexplains that “a data structure” is an example of “data” that thecomputer may send over the Internet. However, both “instructions” and “adata structure” are merely examples of “data”, and other things besides“instructions” and “a data structure” can be “data”.

The term “respective” and like terms mean “taken individually”. Thus iftwo or more things have “respective” characteristics, then each suchthing has its own characteristic, and these characteristics can bedifferent from each other but need not be. For example, the phrase “eachof two machines has a respective function” means that the first suchmachine has a function and the second such machine has a function aswell. The function of the first machine may or may not be the same asthe function of the second machine.

The term “i.e.” and like terms mean “that is”, and thus limits the termor phrase it explains. For example, in the sentence “the computer sendsdata (i.e., instructions) over the Internet”, the term “i.e.” explainsthat “instructions” are the “data” that the computer sends over theInternet.

Any given numerical range shall include whole and fractions of numberswithin the range. For example, the range “1 to 10” shall be interpretedto specifically include whole numbers between 1 and 10 (e.g., 1, 2, 3,4, . . . 9) and non-whole numbers (e.g., 1.1, 1.2, . . . 1.9).

Where two or more terms or phrases are synonymous (e.g., because of anexplicit statement that the terms or phrases are synonymous), instancesof one such term/phrase does not mean instances of another suchterm/phrase must have a different meaning. For example, where astatement renders the meaning of “including” to be synonymous with“including but not limited to”, the mere usage of the phrase “includingbut not limited to” does not mean that the term “including” meanssomething other than “including but not limited to”.

II. Determining

The term “determining” and grammatical variants thereof (e.g., todetermine a price, determining a value, determine an object which meetsa certain criterion) is used in an extremely broad sense. The term“determining” encompasses a wide variety of actions and therefore“determining” can include calculating, computing, processing, deriving,investigating, looking up (e.g., looking up in a table, a database oranother data structure), ascertaining and the like. Also, “determining”can include receiving (e.g., receiving information), accessing (e.g.,accessing data in a memory) and the like. Also, “determining” caninclude resolving, selecting, choosing, establishing, and the like.

The term “determining” does not imply certainty or absolute precision,and therefore “determining” can include estimating, extrapolating,predicting, guessing and the like.

The term “determining” does not imply that mathematical processing mustbe performed, and does not imply that numerical methods must be used,and does not imply that an algorithm or process is used.

The term “determining” does not imply that any particular device must beused. For example, a computer need not necessarily perform thedetermining.

III. Forms of Sentences

Where a limitation of a first claim would cover one of a feature as wellas more than one of a feature (e.g., a limitation such as “at least onewidget” covers one widget as well as more than one widget), and where ina second claim that depends on the first claim, the second claim uses adefinite article “the” to refer to the limitation (e.g., “the widget”),this does not imply that the first claim covers only one of the feature,and this does not imply that the second claim covers only one of thefeature (e.g., “the widget” can cover both one widget and more than onewidget).

When an ordinal number (such as “first”, “second”, “third” and so on) isused as an adjective before a term, that ordinal number is used (unlessexpressly specified otherwise) merely to indicate a particular feature,such as to distinguish that particular feature from another feature thatis described by the same term or by a similar term. For example, a“first widget” may be so named merely to distinguish it from, e.g., a“second widget”. Thus, the mere usage of the ordinal numbers “first” and“second” before the term “widget” does not indicate any otherrelationship between the two widgets, and likewise does not indicate anyother characteristics of either or both widgets. For example, the mereusage of the ordinal numbers “first” and “second” before the term“widget” (1) does not indicate that either widget comes before or afterany other in order or location; (2) does not indicate that either widgetoccurs or acts before or after any other in time; and (3) does notindicate that either widget ranks above or below any other, as inimportance or quality. In addition, the mere usage of ordinal numbersdoes not define a numerical limit to the features identified with theordinal numbers. For example, the mere usage of the ordinal numbers“first” and “second” before the term “widget” does not indicate thatthere must be no more than two widgets.

When a single device, article or other product is described herein, morethan one device/article (whether or not they cooperate) mayalternatively be used in place of the single device/article that isdescribed. Accordingly, the functionality that is described as beingpossessed by a device may alternatively be possessed by more than onedevice/article (whether or not they cooperate).

Similarly, where more than one device, article or other product isdescribed herein (whether or not they cooperate), a singledevice/article may alternatively be used in place of the more than onedevice or article that is described. For example, a plurality ofcomputer-based devices may be substituted with a single computer-baseddevice. Accordingly, the various functionality that is described asbeing possessed by more than one device or article may alternatively bepossessed by a single device/article.

The functionality and/or the features of a single device that isdescribed may be alternatively embodied by one or more other deviceswhich are described but are not explicitly described as having suchfunctionality/features. Thus, other embodiments need not include thedescribed device itself, but rather can include the one or more otherdevices which would, in those other embodiments, have suchfunctionality/features.

IV. Disclosed Examples and Terminology are not Limiting

Neither the Title (set forth at the beginning of the first page of thepresent application) nor the Abstract (set forth at the end of thepresent application) is to be taken as limiting in any way as the scopeof the disclosed invention(s). An Abstract has been included in thisapplication merely because an Abstract of not more than 150 words isrequired under 37 C.F.R. § 1.72(b).

The title of the present application and headings of sections providedin the present application are for convenience only, and are not to betaken as limiting the disclosure in any way.

Numerous embodiments are described in the present application, and arepresented for illustrative purposes only. The described embodiments arenot, and are not intended to be, limiting in any sense. The presentlydisclosed invention(s) are widely applicable to numerous embodiments, asis readily apparent from the disclosure. One of ordinary skill in theart will recognize that the disclosed invention(s) may be practiced withvarious modifications and alterations, such as structural, logical,software, and electrical modifications. Although particular features ofthe disclosed invention(s) may be described with reference to one ormore particular embodiments and/or drawings, it should be understoodthat such features are not limited to usage in the one or moreparticular embodiments or drawings with reference to which they aredescribed, unless expressly specified otherwise.

No embodiment of method steps or product elements described in thepresent application constitutes the invention claimed herein, or isessential to the invention claimed herein, or is coextensive with theinvention claimed herein, except where it is either expressly stated tobe so in this specification or expressly recited in a claim.

All words in every claim have the broadest scope of meaning they wouldhave been given by a person of ordinary skill in the art as of thepriority date. No term used in any claim is specially defined or limitedby this application except where expressly so stated either in thisspecification or in a claim.

The preambles of the claims that follow recite purposes, benefits andpossible uses of the claimed invention only and do not limit the claimedinvention.

The present disclosure is not a literal description of all embodimentsof the invention(s). Also, the present disclosure is not a listing offeatures of the invention(s) which must be present in all embodiments.

Devices that are described as in communication with each other need notbe in continuous communication with each other, unless expresslyspecified otherwise. On the contrary, such devices need only transmit toeach other as necessary or desirable, and may actually refrain fromexchanging data most of the time. For example, a machine incommunication with another machine via the Internet may not transmitdata to the other machine for long period of time (e.g. weeks at atime). In addition, devices that are in communication with each othermay communicate directly or indirectly through one or moreintermediaries.

A description of an embodiment with several components or features doesnot imply that all or even any of such components/features are required.On the contrary, a variety of optional components are described toillustrate the wide variety of possible embodiments of the presentinvention(s). Unless otherwise specified explicitly, nocomponent/feature is essential or required.

Although process steps, algorithms or the like may be described orclaimed in a particular sequential order, such processes may beconfigured to work in different orders. In other words, any sequence ororder of steps that may be explicitly described or claimed does notnecessarily indicate a requirement that the steps be performed in thatorder. The steps of processes described herein may be performed in anyorder possible. Further, some steps may be performed simultaneouslydespite being described or implied as occurring non-simultaneously(e.g., because one step is described after the other step). Moreover,the illustration of a process by its depiction in a drawing does notimply that the illustrated process is exclusive of other variations andmodifications thereto, does not imply that the illustrated process orany of its steps are necessary to the invention(s), and does not implythat the illustrated process is preferred.

Although a process may be described as including a plurality of steps,that does not imply that all or any of the steps are preferred,essential or required. Various other embodiments within the scope of thedescribed invention(s) include other processes that omit some or all ofthe described steps. Unless otherwise specified explicitly, no step isessential or required.

Although a process may be described singly or without reference to otherproducts or methods, in an embodiment the process may interact withother products or methods. For example, such interaction may includelinking one business model to another business model. Such interactionmay be provided to enhance the flexibility or desirability of theprocess.

Although a product may be described as including a plurality ofcomponents, aspects, qualities, characteristics and/or features, thatdoes not indicate that any or all of the plurality are preferred,essential or required. Various other embodiments within the scope of thedescribed invention(s) include other products that omit some or all ofthe described plurality.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are mutually exclusive, unlessexpressly specified otherwise. Likewise, an enumerated list of items(which may or may not be numbered) does not imply that any or all of theitems are comprehensive of any category, unless expressly specifiedotherwise. For example, the enumerated list “a computer, a laptop, aPDA” does not imply that any or all of the three items of that list aremutually exclusive and does not imply that any or all of the three itemsof that list are comprehensive of any category.

An enumerated list of items (which may or may not be numbered) does notimply that any or all of the items are equivalent to each other orreadily substituted for each other.

All embodiments are illustrative, and do not imply that the invention orany embodiments were made or performed, as the case may be.

V. COMPUTING

It will be readily apparent to one of ordinary skill in the art that thevarious processes described herein may be implemented by, e.g.,appropriately programmed general purpose computers, special purposecomputers and computing devices. Typically a processor (e.g., one ormore microprocessors, one or more microcontrollers, one or more digitalsignal processors) will receive instructions (e.g., from a memory orlike device), and execute those instructions, thereby performing one ormore processes defined by those instructions. Instructions may beembodied in, e.g., one or more computer programs, one or more scripts.

A “processor” means one or more microprocessors, central processingunits (CPUs), computing devices, microcontrollers, digital signalprocessors, or like devices or any combination thereof, regardless ofthe architecture (e.g., chip-level multiprocessing/multi-core, RISC,CISC, Microprocessor without Interlocked Pipeline Stages, pipeliningconfiguration, simultaneous multithreading).

Thus a description of a process is likewise a description of anapparatus for performing the process. The apparatus that performs theprocess can include, e.g., a processor and those input devices andoutput devices that are appropriate to perform the process.

Further, programs that implement such methods (as well as other types ofdata) may be stored and transmitted using a variety of media (e.g.,computer readable media) in a number of manners. In some embodiments,hard-wired circuitry or custom hardware may be used in place of, or incombination with, some or all of the software instructions that canimplement the processes of various embodiments. Thus, variouscombinations of hardware and software may be used instead of softwareonly.

The term “computer-readable medium” refers to any medium, a plurality ofthe same, or a combination of different media, that participate inproviding data (e.g., instructions, data structures) which may be readby a computer, a processor or a like device. Such a medium may take manyforms, including but not limited to, non-volatile media, volatile media,and transmission media. Non-volatile media include, for example, opticalor magnetic disks and other persistent memory. Volatile media includedynamic random access memory (DRAM), which typically constitutes themain memory. Transmission media include coaxial cables, copper wire andfiber optics, including the wires that comprise a system bus coupled tothe processor. Transmission media may include or convey acoustic waves,light waves and electromagnetic emissions, such as those generatedduring radio frequency (RF) and infrared (IR) data communications.Common forms of computer-readable media include, for example, a floppydisk, a flexible disk, hard disk, magnetic tape, any other magneticmedium, a CD-ROM, DVD, any other optical medium, punch cards, papertape, any other physical medium with patterns of holes, a RAM, a PROM,an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a carrierwave as described hereinafter, or any other medium from which a computercan read.

Various forms of computer readable media may be involved in carryingdata (e.g. sequences of instructions) to a processor. For example, datamay be (i) delivered from RAM to a processor; (ii) carried over awireless transmission medium; (iii) formatted and/or transmittedaccording to numerous formats, standards or protocols, such as Ethernet(or IEEE 802.3), SAP, ATP, Bluetooth™, and TCP/IP, TDMA, CDMA, and 3G;and/or (iv) encrypted to ensure privacy or prevent fraud in any of avariety of ways well known in the art.

Thus a description of a process is likewise a description of acomputer-readable medium storing a program for performing the process.The computer-readable medium can store (in any appropriate format) thoseprogram elements which are appropriate to perform the method.

Just as the description of various steps in a process does not indicatethat all the described steps are required, embodiments of an apparatusinclude a computer/computing device operable to perform some (but notnecessarily all) of the described process.

Likewise, just as the description of various steps in a process does notindicate that all the described steps are required, embodiments of acomputer-readable medium storing a program or data structure include acomputer-readable medium storing a program that, when executed, cancause a processor to perform some (but not necessarily all) of thedescribed process.

Where databases are described, it will be understood by one of ordinaryskill in the art that (i) alternative database structures to thosedescribed may be readily employed, and (ii) other memory structuresbesides databases may be readily employed. Any illustrations ordescriptions of any sample databases presented herein are illustrativearrangements for stored representations of information. Any number ofother arrangements may be employed besides those suggested by, e.g.,tables illustrated in drawings or elsewhere. Similarly, any illustratedentries of the databases represent exemplary information only; one ofordinary skill in the art will understand that the number and content ofthe entries can be different from those described herein. Further,despite any depiction of the databases as tables, other formats(including relational databases, object-based models and/or distributeddatabases) could be used to store and manipulate the data typesdescribed herein. Likewise, object methods or behaviors of a databasecan be used to implement various processes, such as the describedherein. In addition, the databases may, in a known manner, be storedlocally or remotely from a device which accesses data in such adatabase.

Various embodiments can be configured to work in a network environmentincluding a computer that is in communication (e.g., via acommunications network) with one or more devices. The computer maycommunicate with the devices directly or indirectly, via any wired orwireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, atelephone line, a cable line, a radio channel, an optical communicationsline, commercial on-line service providers, bulletin board systems, asatellite communications link, a combination of any of the above). Eachof the devices may themselves comprise computers or other computingdevices, such as those based on the Intel® Pentium® or Centrino™processor, that are adapted to communicate with the computer. Any numberand type of devices may be in communication with the computer.

In an embodiment, a server computer or centralized authority may not benecessary or desirable. For example, the present invention may, in anembodiment, be practiced on one or more devices without a centralauthority. In such an embodiment, any functions described herein asperformed by the server computer or data described as stored on theserver computer may instead be performed by or stored on one or moresuch devices.

Where a process is described, in an embodiment the process may operatewithout any user intervention. In another embodiment, the processincludes some human intervention (e.g., a step is performed by or withthe assistance of a human).

VI. Continuing Applications

The present disclosure provides, to one of ordinary skill in the art, anenabling description of several embodiments and/or inventions. Some ofthese embodiments and/or inventions may not be claimed in the presentapplication, but may nevertheless be claimed in one or more continuingapplications that claim the benefit of priority of the presentapplication.

Applicants intend to file additional applications to pursue patents forsubject matter that has been disclosed and enabled but not claimed inthe present application.

VII. 35 U.S.C. § 112, Paragraph 6

In a claim, a limitation of the claim which includes the phrase “meansfor” or the phrase “step for” means that 35 U.S.C. § 112, paragraph 6,applies to that limitation.

In a claim, a limitation of the claim which does not include the phrase“means for” or the phrase “step for” means that 35 U.S.C. § 112,paragraph 6 does not apply to that limitation, regardless of whetherthat limitation recites a function without recitation of structure,material or acts for performing that function. For example, in a claim,the mere use of the phrase “step of” or the phrase “steps of” inreferring to one or more steps of the claim or of another claim does notmean that 35U.S.C. § 112, paragraph 6, applies to that step(s).

With respect to a means or a step for performing a specified function inaccordance with 35 U.S.C. § 112, paragraph 6, the correspondingstructure, material or acts described in the specification, andequivalents thereof, may perform additional functions as well as thespecified function.

Computers, processors, computing devices and like products arestructures that can perform a wide variety of functions. Such productscan be operable to perform a specified function by executing one or moreprograms, such as a program stored in a memory device of that product orin a memory device which that product accesses. Unless expresslyspecified otherwise, such a program need not be based on any particularalgorithm, such as any particular algorithm that might be disclosed inthe present application. It is well known to one of ordinary skill inthe art that a specified function may be implemented via differentalgorithms, and any of a number of different algorithms would be a meredesign choice for carrying out the specified function.

Therefore, with respect to a means or a step for performing a specifiedfunction in accordance with 35 U.S.C. § 112, paragraph 6, structurecorresponding to a specified function includes any product programmed toperform the specified function. Such structure includes programmedproducts which perform the function, regardless of whether such productis programmed with (i) a disclosed algorithm for performing thefunction, (ii) an algorithm that is similar to a disclosed algorithm, or(iii) a different algorithm for performing the function.

Where there is recited a means for performing a function hat is amethod, one structure for performing this method includes a computingdevice (e.g., a general purpose computer) that is programmed and/orconfigured with appropriate hardware to perform that function.

Also includes a computing device (e.g., a general purpose computer) thatis programmed and/or configured with appropriate hardware to performthat function via other algorithms as would be understood by one ofordinary skill in the art.

VIII. Disclaimer

Numerous references to a particular embodiment does not indicate adisclaimer or disavowal of additional, different embodiments, andsimilarly references to the description of embodiments which all includea particular feature does not indicate a disclaimer or disavowal ofembodiments which do not include that particular feature. A cleardisclaimer or disavowal in the present application shall be prefaced bythe phrase “does not include” or by the phrase “cannot perform”.

IX. Incorporation by Reference

Any patent, patent application or other document referred to herein isincorporated by reference into this patent application as part of thepresent disclosure, but only for purposes of written description inaccordance with 35 U.S.C. § 112, paragraph 1 and enablement inaccordance with 35 U.S.C. § 112, paragraph 1, and should in no way beused to limit, define, or otherwise construe any term of the presentapplication where the present application, without such incorporation byreference, would not have failed to provide an ascertainable meaning,but rather would have allowed an ascertainable meaning for such term tobe provided. Thus, the person of ordinary skill in the art need not havebeen in any way limited by any embodiments provided in the reference Anyincorporation by reference does not, in and of itself, imply anyendorsement of, ratification of or acquiescence in any statements,opinions, arguments or characterizations contained in any incorporatedpatent, patent application or other document, unless explicitlyspecified otherwise in this patent application.

X. Prosecution History

In interpreting the present application (which includes the claims), oneof ordinary skill in the art shall refer to the prosecution history ofthe present application, but not to the prosecution history of any otherpatent or patent application, regardless of whether there are otherpatent applications that are considered related to the presentapplication, and regardless of whether there are other patentapplications that share a claim of priority with the presentapplication.

1. A method comprising: receiving by at least one server, an indicationof a price of an item being paid by a person, wherein a merchantprovides the item; receiving by the at least one server, an indicationof an amount tendered by the person to the merchant to pay for the item,wherein the amount tendered by the person is greater than the price ofthe item by a difference, the difference comprising an amount of changedue to the person; receiving by the at least one server, from theperson, via a mobile gaming device in use by the person, an indicationthat the person wants to use the change as a bet in a game, wherein ifthe person achieves a winning outcome in the game, the player keeps theamount tendered and the item, thereby receiving the item for free,wherein if the person does not achieve a winning outcome in the game,the person loses the amount tendered, including the change, but retainsthe item, and wherein the at least one server and the mobile gamingdevice are communicatively coupled via a communications network; basedon the amount of change, the price of the item and a desired houseadvantage for a casino providing the game, determining by the at leastone server one or more possible winning outcomes for the game for theperson such that the one or more possible winning outcomes result in thedesired house advantage, wherein the one or more possible winningoutcomes are inversely proportional to the price of the item and to theamount of change used as the bet in the game; generating, by the atleast one server, one or more outcomes of the game using a random numbergenerator; based on the one or more possible outcomes, determining, bythe at least one server that the generated outcome of the game is awinning outcome; in response to determining that the generated one ormore outcomes is a winning outcome, displaying by the at least oneserver to the person via the mobile gaming device that the person wonthe game, whereby winning the game the person retains the amounttendered by the person and the person keeps the item for free.
 2. Themethod of 1 in which the indication of at least one of the purchaseprice and the amount tendered by the person is received from a mobilegaming device.
 3. A method comprising: receiving by at least one server,an indication of an item being purchased by a person, wherein a merchantprovides the item; determining by the at least one server, a price forthe item wherein the price of the item is based on a cost to themerchant for the item, wherein the cost of the item is less than theprice for the item; receiving by the at least one server an indicationof an amount tendered by the person to pay for the item, wherein theamount tendered by the person is greater than the price of the item by adifference, the difference comprising an amount of change due to theperson; receiving by the at least one server, from the person, via amobile gaming device in use by the person, an indication that the personwants to use the change as a bet in a game, wherein if the personachieves a winning outcome in the game, the player keeps the amounttendered and the item, thereby receiving the item for free, wherein ifthe person does not achieve a winning outcome in the game, the personloses the amount tendered, including the change, but retains the item,and wherein the at least one server and the mobile gaming device arecommunicatively coupled via a communications network; based on theamount of change, the price of the item and desired house advantage fora casino providing the game, determining by the at least one server oneor more possible winning outcomes for the game for the person such thatthe one or more possible winning outcomes result in the desired houseadvantage, wherein the one or more possible winning outcomes areinversely proportional to the price of the item and to the amount ofchange used as the bet in the game; generating by the at least oneserver one or more outcomes for the game; based on the one or morepossible winning outcomes, determining by the at least one server thatthe generated outcome for the game is a winning outcome; and in responseto determining that the generated outcome is a winning outcome,displaying by the at least one server to the person via the mobilegaming device that the person won the game, whereby winning the game theperson retains the amount tendered by the person and that the personkeeps the item for free.
 4. The method of 1 in which the price includesa tax.
 5. The method of 3 in which generating the outcome for the gameincludes generating the outcome for the game using a random numbergenerator.
 6. The method of 3 in which receiving the indication of theamount tendered by the person includes receiving from the mobile gamingdevice the indication of the amount tendered by the person.
 7. Themethod of 3 in which receiving the indication of the amount tendered bythe person includes receiving from the mobile gaming device theindication of a number of gaming credits tendered by the person to payfor the item.
 8. The method of 3 in which receiving the indication ofthe amount tendered by the person includes receiving from the mobilegaming device an indication of a number of credits tendered by theperson, to pay for the item, wherein the credits are from a balance ofcredits dedicated to non-gaming activities.
 9. The method of 4 furtherincluding recording at least one of: (a) the price; (b) the amounttendered; (c) the amount of change due; (d) the outcome of the game; (e)the indication of the item being purchased; and (f) the amount tenderedbeing refunded to the person.
 10. A method comprising: receiving by atleast one server an indication of an item to be purchased by a person,wherein a merchant provides the item; determining by the at least oneserver, a purchase price to be paid by the person for the item, whereinthe purchase price of the item is based on a cost to the merchant forthe item, wherein the cost of the item is less than the purchase pricefor the item; determining by the at least one server, a number of gamingcredits whose aggregate value exceeds the purchase price; receiving bythe at least one server, an indication of a number of gaming creditstendered by the person to purchase the item, wherein an aggregate valueof the number of credits exceeds the purchase price; determining by theat least one server an amount of change due to the person based on adifference between the purchase price and the aggregate value of thegaming credits; receiving by the at least one server, from the person,via a mobile gaming device in use by the person, an indication that theperson wants to use the change as a bet in a game, wherein if the personachieves a winning outcome in the game, the player keeps the tenderedgaming credits and the item, thereby receiving the item for free,wherein if the person does not achieve a winning outcome in the game,the person loses the tendered gaming credits, including the change, butretains the item, and wherein the at least one server and the mobilegaming device are communicatively coupled via a communications network;based on the amount of change, the cost of the item and a desired houseadvantage for a casino providing the game, determining by the at leastone server, one or more possible winning outcomes for the game for theperson such that the one or more possible winning outcomes result in thedesired house advantage, wherein the one or more possible winningoutcomes are inversely proportional to the price of the item and to theamount of change used as the bet in the game; generating by the at leastone server an outcome for the game using a random number generator;based on the generated outcome, determining by the at least one serverthat the generated outcome for the game is a winning outcome; inresponse to determining that the generated outcome is a winning outcome,displaying by the at least one server to the person via the mobilegaming device that the person won the game, whereby winning the game theperson retains the amount tendered by the person and the person keepsthe item for free.
 11. The method of 10 further including: deducting bythe at least one server the number of gaming credits from a creditbalance associated with the person; and updating by the at least oneserver, a display on the mobile gaming device of the credit balance toreflect the reduced number of gaming credits in the credit balance. 12.The method of 11 further including: based on the outcome of the gamecomprising a winning outcome, by the at least one server, restoring thenumber of gaming credits to the credit balance associated with theperson; and updating, by the at least one server, the mobile gamingdevice of the credit balance to reflect the restored number gamingcredits in the credit balance.
 13. The method of 10 in which determiningan outcome of the game includes generating, by the at least one server,the outcome of the game using a random number generator.